Americans like all consumers around the world watch, listen, browse, and scroll tons of content. Increasingly, though, they also want to participate. Across gaming, online shopping, social media, and live streaming, online experiences now give people space to be actively involved rather than just being a passive spectator.
Passive Entertainment Is Losing Its Grip
The modern digital experience rarely ends when a video stops playing. You can comment, vote, shop, join a community, unlock extra content, request what appears next, or move directly into a related game.
Deloitte’s 2026 Digital Media Trends report gives more insight on the ways Americans divide their attention. The report found that the average U.S. consumer spends six hours a day on media and entertainment activities. Yet that time is divided across streaming services, games, social platforms, music, podcasts, and live events. Considering 41% of consumers having canceled a streaming service during the previous six months, it is clear how difficult it has been to keep their clients for entertainment platforms.
Adding more content is not a good fix for that problem. Consumers already have more shows, videos, and apps than they can reasonably explore. What separates one service from another is the experience around the content: how easily you can interact, personalize, share, play, or connect with other people.
Gaming Has Become a Mainstream Activity
The rising popularity of video games is one of the clearest examples of the move from passively watching to doing. 212.3 million Americans play video games for at least one hour every week according to the Entertainment Software Association. That represents 67% of people between the ages of five and 90 and an increase of 7.2 million weekly players from 2025.
The report found that 71% of millennials, 56% of Gen X consumers, and half of baby boomers play weekly.The average player is now 37 years old. Mobile devices lead every age group, with 80% of players using a phone or tablet to play.
The perceived value by the users is also interesting. Almost two-thirds of players says video games deliver better entertainment value for their money than streaming video, music, books, magazines, or news subscriptions. That helps explain why more entertainment companies are adding game mechanics, missions, rewards, and interactive challenges to products that were never previously considered games.
Fans Want Connected Entertainment Ecosystems
Being a fan of a sports team, artist, creator, game franchise, or television show also changes how much people engage and spend money on entertainment related to these themes. The consumers that identify as fans of at least one entertainment category spend 51 more minutes a day with media and entertainment than non-fans according to Deloitte. They are also much more likely to play games and subscribe to paid gaming services.
More than half of these said their interest in a franchise or personality leads them across several platforms. They might watch a series, follow the actors on social media, listen to a companion podcast, join a fan community, buy merchandise, and attend an event.
That creates demand for services that bring different activities together. Fans want to access all content connected to one platform. Streaming companies have started responding to this with community tools, games, live programming, and shopping features. The goal is to give subscribers a reason to remain inside the platform after the episode ends.

Social Video Turns Viewers Into Participants
Advertising investment gives another clue about where consumer attention is at. The U.S. digital video advertising spending is expected to exceed $80 billion in 2026. This is an 11% annual increase. Digital video accounts for more than 60% of total television and video advertising spending for the first time. Social video spending is forecast to grow by 13%, which is slightly higher than the 11% connected TV growth expected this year.
Social video succeeds because it does not work like traditional television. Users can react, share, follow a creator, enter a live chat, or click on a product to purchase it without leaving the same screen. Online purchases accounted for 16.9% of total U.S. retail sales in the first quarter of 2026. Successful platforms take this data and create experiences where shopping feel like a natural part of the flow rather than an interruption to the entertainment.
Online Casinos Combine Streaming, Gaming, and Live Interaction
Regulated online casinos are another clear example of interactive entertainment in action. Adults who play casino games online can move between digital slots, table games, live dealer rooms, and interactive game-show titles. Top platforms like BetMGM combine video streaming with real-time betting controls and human hosts in their live formats.
And the demand for this format continues to grow. The American Gaming Association reported that regulated U.S. iGaming produced $1 billion in revenue during April 2026, a 15% increase from April 2025.
BetMGM has also experimented with branded games baked on sports teams and events. This shows how platforms can borrow ideas from sports and popular culture, then turn them into something the audience can actively enjoy.

The Future Belongs to Responsive Experiences
The demand for interactive digital experiences does not mean passive entertainment will disappear. People will still want to sit back and watch a movie, listen to an album, or follow a live game without having to press another button.
The difference is that more and more people want to have the option to participate by influencing the experience, or connecting with a community.
For entertainment and technology companies, the lesson is simple. The successful platforms do not treat the consumer as someone sitting quietly on the other side of a screen. They give them a role in what happens next.
Nick Guli
Nick Guli is the founder and editor-in-chief of Explosion.com, which he launched in February 2012. With over a decade of experience in digital publishing, Nick oversees editorial direction across entertainment, gaming, technology, and lifestyle content. He is an avid gamer and movie enthusiast who brings a critical eye to coverage of industry trends, game reviews, and entertainment news.



