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Entertainment media, such as video games or interactive content, can improve problem-solving skills and enhance perception [5.2]. Conclusion

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: Consumers, particularly Gen Z , now spend significantly more time on social platforms and user-generated content (UGC) than on traditional TV and movies. According to National University , Gen Z spends 54% more time daily on social platforms than the average consumer. Entertainment media, such as video games or interactive

, where the lines between gaming, social media, and traditional cinema have almost entirely blurred. Audiences no longer follow platforms; they follow personalities, communities, and experiences across a fragmented digital ecosystem. 1. The "Experience" Economy The New Streaming & Gaming Landscape : Consumers,