Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/112419
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dc.contributorDepartment of Management and Marketingen_US
dc.creatorYin, Jen_US
dc.creatorFeng, YKen_US
dc.creatorLiu, Yen_US
dc.date.accessioned2025-04-11T02:21:45Z-
dc.date.available2025-04-11T02:21:45Z-
dc.identifier.issn0732-2399en_US
dc.identifier.urihttp://hdl.handle.net/10397/112419-
dc.language.isoenen_US
dc.publisherInstitute for Operations Research and the Management Sciences (INFORMS)en_US
dc.rightsCopyright: © 2024 INFORMSen_US
dc.rightsThis is the accepted manuscript of the following article: Junming Yin; , Yue (Katherine) Feng, ; Yong Liu (2024) Modeling Behavioral Dynamics in Digital Content Consumption: An Attention-Based Neural Point Process Approach with Applications in Video Games. Marketing Science 44(1):220-239, which has been published in final form at https://doi.org/10.1287/mksc.2020.0180.en_US
dc.subjectAttention mechanismen_US
dc.subjectBehavioral dynamicsen_US
dc.subjectDigital content consumptionen_US
dc.subjectMarked point processen_US
dc.subjectRecurrent neural networken_US
dc.subjectVideo gameen_US
dc.titleModeling behavioral dynamics in digital content consumption : an attention-based neural point process approach with applications in video gamesen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage220en_US
dc.identifier.epage239en_US
dc.identifier.volume44en_US
dc.identifier.issue1en_US
dc.identifier.doi10.1287/mksc.2020.0180en_US
dcterms.abstractThe 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.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationMarketing science, Jan.-Feb. 2025, v. 44, no. 1, p. 220-239en_US
dcterms.isPartOfMarketing scienceen_US
dcterms.issued2025-01-
dc.identifier.eissn1526-548Xen_US
dc.description.validate202504 bcchen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumbera3521-
dc.identifier.SubFormID50291-
dc.description.fundingSourceRGCen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryGreen (AAM)en_US
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