Modeling Behavioral Dynamics in Digital Content Consumption: An Attention-Based Neural Point Process Approach with Applications in Video Games
Junming Yin (),
Yue (Katherine) Feng () and
Yong Liu ()
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Junming Yin: Gotham AI, Berkeley, California 94720
Yue (Katherine) Feng: Department of Management and Marketing, Faculty of Business, Hong Kong Polytechnic University, Hong Kong, China
Yong Liu: HSLopez School of Business Analytics and Department of Marketing, Eller College of Management, University of Arizona, Tucson, Arizona 85721
Marketing Science, 2025, vol. 44, issue 1, 220-239
Abstract:
The consumption of digital content products (e.g., video games and live streaming) is often associated with multifaceted, dynamically interacting consumer behavior that is subject to influence from pertinent external events. Inspired by these characteristics, we develop a novel attention-based neural point process approach to holistically capture the richness and complexity of consumer behavioral dynamics in modern digital content consumption. Our model features a new multirepresentational, continuous-time attention mechanism that can flexibly model dynamic interactions between different types of behavior under external influence. Using learned representations as sufficient statistics of past events, we build a marked point process to efficiently characterize the occurrence time, behavior combination, and consumption quantity of consumers’ future activities. We illustrate our model development and applications in the empirical context of a sports video game, showing its superior predictive performance over a wide range of baseline methods. Leveraging individual-level parameter estimates, we further demonstrate our model’s utility for conducting segmentation analysis and evaluating the effects of past events on consumers’ future engagement. Our model provides managers and practitioners with a powerful tool for developing more effective and targeted marketing strategies and gaining insights into consumer behavioral dynamics in digital content consumption.
Keywords: digital content consumption; video game; behavioral dynamics; marked point process; attention mechanism; recurrent neural network (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:inm:ormksc:v:44:y:2025:i:1:p:220-239
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