2.1. Preference–Behavior Gap in Entertainment Consumption
The preference–behavior gap refers to situations in which individuals’ stated preferences do not fully correspond to their actual behavior. In consumer research, such gaps are often explained by the fact that preferences are shaped by attitudes, values, aspirations, and identity-related considerations, whereas behavior is also influenced by situational constraints, habits, convenience, and immediate availability. In entertainment consumption, this distinction is particularly relevant. Consumers may express preferences for physical entertainment because such activities are associated with social interaction, meaningful experiences, immersion, and emotional value. However, their actual behavior may be oriented toward digital entertainment because digital alternatives are easier to access, more flexible, and more compatible with everyday routines. Therefore, the preference–behavior gap in entertainment consumption reflects not only a difference between what consumers like and what they do, but also a broader tension between desired experiences and feasible actions.
The social context is particularly important in analyzing entertainment consumers’ experiences; these do not depend solely on the media content itself (
Möller & Boukes, 2023) but also on the need to adapt content according to the mobile habits of generations, for example, Gen Z, whose motivations depend on perceptions of utility, lifestyle, entertainment, and convenience (the combination of news with entertainment) (
Thi Nguyet Trang et al., 2025). Thus, market segmentation is recommended in order to adapt content to consumption behavior, even though information, positive emotions, and entertainment are the most sought-after gratifications (
Gächter et al., 2025). Significant differences have been noted depending on age, gender, and the psychosocial characteristics of consumers (
Menon, 2022).
Online consumer behavior depends on factors such as “positive value, self-brand congruity, social price, interaction control, human message interaction, informativeness, entertainment, and credibility” (
Sun et al., 2024). For example, in the case of using Instagram reels, the following motivations were identified: “socially rewarding self-promotion, entertainment, escape, surveillance, novelty, documentation, and trendiness” (
Menon, 2022). In the literature, the term “snack culture” has emerged, which refers to condensed and easily shareable content formats, increasingly popular at the expense of traditional film viewing. The facilitating factors are “perceived conciseness, entertainment value, ubiquity, trendiness of movie-condensed videos, and monetary cost of moviegoing significantly drove positive attitudes toward condensed videos” (
Nguyen et al., 2025). Thus, snack culture and low-effort digital formats may help explain why consumers who value physical, or meaningful entertainment experiences nevertheless engage more frequently with digital content.
The study of intrinsic factors (related to individuals) as well as extrinsic factors (external actions) is addressed in many studies that examine entertainment consumption. For example, regarding e-sports, intrinsic motivation (pleasure) is what drives behavior, while extrinsic motivation (rewards, social pressure) has no significant effect (
Tang et al., 2024). In entertainment streaming, user engagement is mainly driven by extrinsic motivation (rewards, social pressures, benefits); gamification and social sharing can stimulate engagement (
Kao & Liu, 2025). The desire to learn or the challenge also appear as motivations in entertainment consumption; if applications are more challenging and arouse curiosity, people will be stimulated to use them in the future as well. Men are more motivated by challenge and curiosity, while women and people with higher incomes are more motivated by curiosity (
Pham Thi & Duong, 2025). Motivation for entertainment is linked to FOMO (fear of missing out), which mediates the relationship between perceived stress and motivation for entertainment (
Sever & Özdemir, 2021).
Most of the studies conducted to date related to the satisfactions obtained through digital games have been focused on the hedonic side (pleasure); however, recent research also recognizes eudaimonic experiences (deeper, for example, emotion, appreciation) (
Possler et al., 2020). Thus, motivation for entertainment does not include only hedonic pleasure but also the “search for truth” (eudaimonic motivation) (
Oliver & Raney, 2011).
In the field of digital entertainment, users seek significant eudaimonic experiences and the attainment of a sense of calm (
Kuriakose & Nagasubramaniyan, 2025). The results of a study on online entertainment acceptance show the positive impact of habit and price value on behavioral intention, while social influence and hedonic motivation influence the formation of habit (
Harnadi et al., 2025;
Wohn & Ahmadi, 2019). This distinction is relevant for the present study because consumers may prefer entertainment experiences associated with deeper or more meaningful value, while engaging in digital alternatives that provide immediate gratification and require less effort.
A study conducted among adolescents revealed that, depending on their motivation for video games, they can be divided into 4 categories: role-players, fun-seekers, social gamers, and gaming maximizers; the classification was also influenced by levels of anxiety and sociability (
David Bowman & Chang, 2023).
Motivation for participation in outdoor recreational activities—the experience shared with other people and the social aspects (belonging to a community) that contribute to well-being (
Zwart & Hines, 2022). Experiencing video games fosters relationships and connections between generations, generating positive emotions for all participants; therefore, improving the social aspects of video games is necessary (
Osmanovic & Pecchioni, 2016). Similarly, platform-driven mechanisms such as recommendation algorithms, rewards, and habitual use may shift actual behavior away from stated preferences, contributing to a preference–behavior gap.
At the same time, the social aspect, connection with other people, and belonging to a social group appear as motivations for entertainment consumption. The importance of building social relationships, as a motivation, not only for entertainment, online games are both a medium and a “result of the digital entertainment culture” (
Ho, 2025).
The results of a study show that the consumption of cultural entertainment is based on emotional, cognitive, and social motivations such as entertainment, escapism, cultural exploration, learning/curiosity, and socialization (
Manolika & Baltzis, 2020). The creation of digital cultural experiences should not be limited only to the faithful reproduction of physical appearance (authenticity), but should create deeper experiences for understanding context and emotional connection (
S. Zhang et al., 2025).
Perceived economic mobility and social trust and social networks also influence entertainment consumption; individuals with good opportunities for economic growth and trust in others and in social networks are more motivated to participate in cultural activities (elite or popular) (
Kim et al., 2025). In the case of gambling consumption, studies show that entertainment, rewards, and addiction to social networks directly and positively affect both consumption intention and the intention to share content (
Ji et al., 2022).