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Machine Learning Decision System on the Empirical Analysis of the Actual Usage of Interactive Entertainment: A Perspective of Sustainable Innovative Technology.
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- Author(s): Guste, Rex Revian A.; Ong, Ardvin Kester S.
- Source:
Computers (2073-431X); Jun2024, Vol. 13 Issue 6, p128, 27p- Subject Terms:
- Source:
- Additional Information
- Subject Terms:
- Abstract: This study focused on the impact of Netflix's interactive entertainment on Filipino consumers, seamlessly combining vantage points from consumer behavior and employing data analytics. This underlines the revolutionary aspect of interactive entertainment in the quickly expanding digital media ecosystem, particularly as Netflix pioneers fresh content distribution techniques. The main objective of this study was to find the factors impacting the real usage of Netflix's interactive entertainment among Filipino viewers, filling a critical gap in the existing literature. The major goal of using advanced data analytics techniques in this study was to understand the subtle dynamics affecting customer behavior in this setting. Specifically, the random forest classifier with hard and soft classifiers was assessed. The random forest compared to LightGBM was also employed, alongside the different algorithms of the artificial neural network. Purposive sampling was used to obtain responses from 258 people who had experienced Netflix's interactive entertainment, resulting in a comprehensive dataset. The findings emphasized the importance of hedonic motivation, underlining the requirement for highly engaging and rewarding interactive material. Customer service and device compatibility, for example, have a significant impact on user uptake. Furthermore, behavioral intention and habit emerged as key drivers, revealing interactive entertainment's long-term influence on user engagement. Practically, the research recommends strategic platform suggestions that emphasize continuous innovation, user-friendly interfaces, and user-centric methods. This study was able to fill in the gap in the literature on interactive entertainment, which contributes to a better understanding of consumer consumption and lays the groundwork for future research in the dynamic field of digital media. Moreover, this study offers essential insights into the intricate interaction of consumer preferences, technology breakthroughs, and societal influences in the ever-expanding environment of digital entertainment. Lastly, the comparative approach to the use of machine learning algorithms provides insights for future works to adopt and employ among human factors and consumer behavior-related studies. [ABSTRACT FROM AUTHOR]
- Abstract: Copyright of Computers (2073-431X) is the property of MDPI and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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