When was hq trivia

Content on WhatAnswers is provided "as is" for informational purposes. While we strive for accuracy, we make no guarantees. Content is AI-assisted and should not be used as professional advice.

Last updated: April 17, 2026

Quick Answer: HQ Trivia launched on August 20, 2017, and officially shut down on October 1, 2020. The app gained popularity for its live, interactive trivia games hosted daily with cash prizes.

Key Facts

Overview

HQ Trivia was a mobile trivia game show that gained viral popularity in the late 2010s. It allowed users to compete in real-time, live-hosted trivia games for cash prizes via smartphones.

Founded by Rus Yusupov and Colin Kroll, the app leveraged social media and influencer marketing to grow rapidly. Despite early success, it struggled to maintain user engagement and revenue, leading to its eventual shutdown.

How It Works

HQ Trivia operated as a gamified live-streaming experience, blending entertainment and competition. Players joined scheduled trivia rounds and answered multiple-choice questions in real time.

Comparison at a Glance

Compared to other trivia apps, HQ Trivia stood out for its live, interactive format and real-time social experience.

FeatureHQ TriviaTrivia CrackQuizUp
Launch Year201720122013
Game FormatLive, real-timeTurn-basedLive PvP
Prize TypeCash ($ up to $20K)Coins, badgesPoints, rankings
Hosted by Real PeopleYesNoNo
Peak Users3 million DAU100 million lifetime100 million downloads

The table highlights how HQ Trivia’s live, cash-based model differentiated it from competitors. While Trivia Crack and QuizUp relied on asynchronous gameplay, HQ offered real-time excitement with immediate rewards, contributing to its rapid rise and equally swift decline when production costs outpaced revenue.

Why It Matters

HQ Trivia reshaped how people interacted with mobile entertainment, blending gaming, live streaming, and social media into a single platform. Its rise and fall offer lessons in digital virality and sustainable monetization.

HQ Trivia may no longer be active, but its impact on mobile entertainment and interactive media endures. It remains a case study in innovation, timing, and the challenges of sustaining digital hype.

Sources

  1. WikipediaCC-BY-SA-4.0

Missing an answer?

Suggest a question and we'll generate an answer for it.