Marketers can also conduct primary research (original research designed specifically to satisfy the current informational needs) by hosting surveys for WWW browsers to complete. Although the survey results are going to be biased because of the demographic skew of the WWW population, it is perhaps a very quick method of getting consumer feedback for a new product. Like other aspects of WWW marketing, the WWW survey is "demand pull", thus the marketer has to "drive" survey respondents to the survey.
Research data can also be gathered from the WWW log files. Learning what aspects of your site are the most popular, and what path consumers take through your site, can become very valuable marketing information.
Other media are very good for entertainment. Most of it is passive (listening to music, watching TV) entertainment. Passive entertainment is also very desirable for most consumers, interactivity requires work on the consumers' behalf.
There are examples of interactive entertainment to satisfy that market, Sega and Nintendo are two examples. For WWW to become a medium for interactive entertainment it will need to be able to offer a unique interactive experience. Perhaps the ability to allow two (or more) remote users enter a contest with each other is an example.
The technology infrastructure is not as robust as perhaps it needs to be for more creative interactive entertainment. Other issues that have impacted the adoption of WWW to the general population will also slow the adoption of WWW as an entertainment medium.
Many sites do use entertainment as a method of attracting (and keeping) an audience at a site for other marketing purposes. Thus the goal of the entertainment is to drive and keep customers at the site to expose them to the products of the marketers. This similar to using an entertaining advertisement in traditional media. Use the entertainment to capture the attention of the audience. While you have the attention, you hope the product name and the marketing message is communicated to the audience.