The affective pathway of AI adoption
Exploring emotional mechanisms and continuous gaming intention via an SEM-ANN approach
Bibliographic Data
| ID | 21628306 |
|---|---|
| Authors | Y Zhang (0009-0007-3559-8240, Hanyang University), Yunhao Zhang (0000-0001-8576-0612), Yankai Zhang (0000-0002-1398-0605, Hanyang University), Shuyue Huang (0009-0006-4805-7665, Hanyang University, corresponding author), Jieru Luo (Chongqing University), Zhengfeng Yang (0000-0001-6316-1723, Hanyang University) |
| Year | 2026 |
| Volume | 45 |
| Issue | 7 |
| Publication date | 2026-04-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Current Psychology (JOURNAL) |
| Journal identifiers | ISSN: 1046-1310 • E-ISSN: 1936-4733 |
| Publisher | Springer Science and Business Media LLC (PUBLISHER) |
| DOI | 10.1007/s12144-026-09335-8 |
| OpenAlex | W7140840660 |
| Language | EN |
| References cited | 60 |
Economic Justice · Emotional intelligence · Loyalty · Structural equation modeling · Transformative learning · Digital Games and Media · Educational Games and Gamification · Virtual Reality Applications and Impacts
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Internet Gaming Addiction
Engagement in digital entertainment games
Object Relations, Dependency, and Attachment
GameFlow
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An updated and expanded assessment of PLS-SEM in information systems research
The Motivational Pull of Video Games
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Why do people use information technology? A critical review of the technology acceptance model
A primer on partial least squares structural equation modeling (PLS-SEM)
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Trust and TAM in Online Shopping
User Acceptance of Information Technology
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Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Using attachment theory to conceptualize and measure the experiences in human-AI relationships
Influence of AI recommendation method and product type on consumers’ acceptance
Technology enhanced learning acceptance among university students during Covid-19
Exploring emotional ties
Parasocial Interactions in Otome Games
Digitised value chains in the creative industries
Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games
| Citation velocity | historical |
|---|---|
| Highly cited | No |