Speaker
Description
Background: With the rapid proliferation of Artificial Intelligence (AI) in daily
life, understanding the psychological and demographic determinants of technology acceptance is crucial. Objectives: This research aimed to investigate the mediating role of technology-related anxiety in the relationship between video gaming frequency and the consumption of films featuring humanoid robots, and to
explore how age moderates this mediated relationship. Methods: The study employed a cross-sectional design with quantitative analysis to test the proposed
moderated mediation in a sample of 327 participants. Results: Findings reveal
that a higher frequency of video gaming predicts an increased likelihood of
watching films with humanoid robots, mediated by reduced technology-related
anxiety. This mediation effect was notably pronounced among participants aged
22. Despite the significant mediation effect at age 22, the moderated mediation
index suggested that the strength of this mediation does not significantly vary
across different age groups. Conclusions: These insights contribute to a nuanced
understanding of technology acceptance, emphasizing the role of emotional and
demographic factors in shaping our interactions with AI