A Systematic Review of User Attitudes Toward GenAI: Influencing Factors and Industry Perspectives
Abstract
1. Introduction
1.1. Background
1.1.1. GenAI
1.1.2. Attitude
1.1.3. Creativity and Intelligence
1.2. Research Objectives
2. Materials and Methods
2.1. Literature Retrieval
2.2. Literature Screening
2.3. Data Extraction
3. Results
3.1. Research Methods
3.2. Research Models and Theories
3.3. Meta-Analysis
3.3.1. Dependent Variables
3.3.2. Independent Variables
3.3.3. Meta-Analysis Results
3.3.4. Subgroup Analysis Results
3.4. Application Domain
3.4.1. Education
3.4.2. Creative Industry
3.4.3. Healthcare
3.4.4. Organization
3.5. Bibliometrix Review
3.5.1. Overall Trend of Publications and Citation
3.5.2. Author Collaborative Network Analysis
3.5.3. Analysis of Contribution of Institutions and Countries
3.5.4. Publication Co-Citation Analysis
3.5.5. Hot Spots and Trend Analysis
4. Discussion
4.1. Comprehensive Analysis
4.1.1. Theoretical Model
4.1.2. Variable Analysis
4.1.3. Industry Perspective
4.2. Limitations
4.3. Future Research Directions
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
Appendix A
Field | Positive Factor | Negative Factor | Regulatory Factor |
---|---|---|---|
Travel and Hotel Services (n = 14) | Practicality (T. Kim et al. 2024), perceived trust (R. Law et al. 2024), satisfaction, parasocial interaction (Duong et al. 2024), perceived coolness, perceived enjoyment, perceived usefulness, perceived ease of use (S. Li et al. 2024), anthropomorphism, expectancy, emotion (Rao et al. 2020; H. Lin et al. 2020), communication quality, accuracy, timeliness, understandability, personalization (Y. Li and Lee 2024), emotions, performance expectancy (Vitezić and Perić 2021), advice elaboration (Spatscheck et al. 2024) | Incorrect information (J. H. Kim et al. 2025), effort expectancy (Vitezić and Perić 2021), anthropomorphism (Spatscheck et al. 2024) | Individual innovation (T. Kim et al. 2024), AI hallucination (Christensen et al. 2024), technology anxiety (Duong et al. 2024), ethical and quality concerns (J. H. Kim et al. 2023) |
Academic research (n = 13) | Time and energy saving, innovative software (Durak and Cankaya 2024), capability to simulate human behavior, enhancement in research techniques (Bail 2024), awareness of GAI advantages (Kshetri 2024), writing motivation, self-efficacy, engagement, collaborative writing tendency (Teng 2024), personal innovativeness (Strzelecki et al. 2024) | Negative effects on reading habits, reduced originality, academic dishonesty, and monotonous writing (Durak and Cankaya 2024) Bias in AI Tools, risk of replication, poor quality studies, misinformation, ethical (Bail 2024), menace to original thinking, new scientific ideas, academic, research integrity (Bannister et al. 2023; Kapsali et al. 2024), | Familiarity and experience with technology, academic background, institutional policies and guidelines, cultural and educational values (Durak and Cankaya 2024), open-source infrastructure, community standards, and guidelines (Bail 2024) |
Shopping (n = 10) | Perceived interaction quality, perceived trustworthiness, perceptual anthropomorphism (Chakraborty et al. 2024), competence, warmth, empathy (Woo and Hur 2023), utilitarian factors, hedonic factors (Marjerison et al. 2022), enjoyment, subjective norms (Sohn and Kwon 2020) | Perceived inertia, perceived threats, perceived regret avoidance (Chakraborty et al. 2024), privacy concerns, technology immaturity (Marjerison et al. 2022) | Anthropomorphism (Chakraborty et al. 2024), visual, textual closeness GenAI experience level (Martínez Puertas et al. 2024), brand awareness (W. Chang and Park 2024) |
Software Engineering (n = 2) | Compatibility, social factors. perceptions about the technology (Russo 2024), perceived Intelligence, perceived Anthropomorphism (Diirr et al. 2024) | Interaction Intensity (Diirr et al. 2024) | |
Catering Service (n = 2) | Perceived risk (K. P. Gupta and Pande 2022) | Gender, familiarity, experience (K. P. Gupta and Pande 2022) |
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Topics | Keywords |
---|---|
Generative Artificial Intelligence | “AIGC” OR “Generative AI” OR “GenAI” OR “AI-generated content” OR “GANs” |
AND | |
User Attitude | user attitude” OR “acceptance” OR “perception” OR “behavior” OR “trust” OR “emotion” OR “reaction” OR “anxiety” OR “creativity” OR “concern” OR “intention” OR “Satisfaction” |
Inclusion Criteria | Exclusion Criteria | |
---|---|---|
Publication Type | Original research published in peer-reviewed publications | Narrative reviews, letters, editorials, commentaries, unpublished manuscripts, meeting abstracts, and consensus statements |
Case definition | The research must address users’ attitudes toward GenAI and their intention to use it. | The participants had no apparent attitudes or behavioral tendencies |
Dependent variable | Usage intention, acceptance, adoption, willingness, trust | Other dependent variables |
Publication period | From January 2019 to December 2024 | Before 2019 |
Publication language | English | English translation is not available |
Research Paradigm | Data Collection Method | Number of Studies (%) | Total (%) |
---|---|---|---|
quantitative methods | Survey or questionnaire | 150 (89%) | 169 (69.6%) |
Experimental design | 19 (11%) | ||
qualitative methods | Interview | 16 (37%) | 43 (17.6%) |
focus group | 4 (9%) | ||
observation | 4 (9%) | ||
Case study | 11 (27%) | ||
Media | 8 (18%) | ||
Mixed Methods | Combined method | 31 (12.8%) | 31 (12.8%) |
# | Theory/Model | Number of Studies |
---|---|---|
1 | Unified Theory of Acceptance and Use of Technology (UTAUT) | 50 |
2 | Technology acceptance model (TAM) | 27 |
3 | Artificially Intelligent Device Use Acceptance (AIDUA) | 18 |
4 | Unified Theory of Acceptance and Use of Technology2 (UTAUT2) | 15 |
5 | Use and Gratification (U&G) | 14 |
6 | Theory of Planned Behavior (TPB) | 13 |
7 | Self-Determination Theory (SDT) | 10 |
8 | Social Cognitive Theory (SCT) | 8 |
9 | Diffusion of Innovations Theory (DIT) | 8 |
10 | Stimulus–Organism Response (SOR) Theory | 5 |
# | Theory/Model | Number of Studies |
---|---|---|
1 | Diffusion of Innovations Theory (DIT) | 8 |
2 | Unified Theory of Acceptance and Use of Technology2 (UTAUT2) | 7 |
3 | Unified Theory of Acceptance and Use of Technology (UTAUT) | 6 |
4 | Technology acceptance model (TAM) | 6 |
5 | Higher-Order Thinking Skills (HOTS) | 4 |
6 | Cognitive Appraisal Theory (CAT) | 4 |
7 | Social Cognitive Theory (SCT) | 2 |
8 | Use and Gratification (U&G) | 2 |
9 | Four-C Model | 1 |
10 | Computational Creativity Theory (CCT) | 1 |
# | Dependent Variable | Definition | k | Count |
---|---|---|---|---|
1 | Behavioral Intention | Desire to use technology in the future (Davis 1989) | 369 | 77 |
2 | Use Behavior | Use Behavior refers to the actions and patterns exhibited by individuals or groups when they utilize a product, service, technology, or system (Davis 1989) | 94 | 37 |
3 | Attitude | The individual’s positive or negative evaluation of performing the behavior (Ajzen 1985) | 106 | 33 |
4 | Acceptance | Individual or group perceptions and positive adoption intentions for technology, product, or innovation (Davis 1989) | 67 | 25 |
5 | Trust | Perception of confidence against the technology’s integrity and reliability (Morgan and Hunt 1994) | 63 | 22 |
6 | Concern | Individuals are concerned about the potential negative impacts or risks of a technology, product, or system (S. S. Kim et al. 2004) | 42 | 14 |
7 | Satisfaction | Customers’ emotions based on their expectations and consumption experience (Oliver 1977) | 39 | 12 |
8 | Continuance Intention | The extent to which consumers who have used a product or service in the past are willing to continue using the product or service in the future (M. Kim and Chang 2020) | 41 | 11 |
9 | Anxiety | Individuals experience anxiety, tension, or restlessness due to uncertainty or potential negative consequences when using new technologies or systems (Higgins and Compeau 1995) | 7 | 5 |
10 | Purchase intention | The willingness to purchase the product in the future and the customer’s willingness to buy the product further (Nuanchaona et al. 2021) | 6 | 2 |
Variable | Definition | Similar Constructs (Alias) | k |
---|---|---|---|
Perceived Usefulness | The degree to which a user expects a particular technology to enhance their performance by its use (Davis 1989) | Performance Expectancy, Relative Advantage | 133 |
Perceived Ease of Use | The degree to which a user expects to use a technology free of effort (Davis 1989) | Effort Expectancy | 116 |
Social Influence | The extent to which consumers perceive that others (e.g., family and friends) believe they should use a particular technology (Venkatesh et al. 2003) | Social norms, Social Need, Subjective Norms, Social Presence | 96 |
Perceived Risk | The potential negative consequences or uncertainties that users associate with engaging with GenAI (Dinev and Hart 2006) | Perceived Ethical Risk, Perceived Anxiety | 76 |
Facilitating Conditions | Consumers’ perceptions of the resources and support available to perform a behavior (Venkatesh et al. 2003) | 64 | |
Perceived Enjoyment | The extent to which the individual perceives that their attention is focused on the interaction with the technology, is curious during the interaction, and finds the interaction intrinsically enjoyable or interesting (Moon and Kim 2001) | Perceived enjoyment, Hedonic Motivation, Entertainment | 61 |
Self-efficiency | The individual’s belief in their ability to effectively interact with and utilize generative AI tools to achieve specific creative, analytical, or operational goals (Davis 1989) | Competency Levels, Perceived Competence | 54 |
Trust | Perception of confidence against the technology’s integrity and reliability (Morgan and Hunt 1994) | Perceived Trust, Perceived Credibility | 50 |
Attitude | A person’s degree of evaluative effect (like or dislike) towards a target behavior (Ajzen 1985) | 41 | |
Perceived Value | The subjective evaluation by users of the usefulness, relevance, quality, and benefits derived from content generated by artificial intelligence (Chan and Zhou 2023) | Expected Benefits, Price Value, Perceived Benefits | 41 |
Creativity | Persons or processes are creative to the extent that they produce creative products, and a product is creative if it meets two conditions: novelty and value (Vigeant 2024) | Personal Innovativeness, Perceived Creativity, and Individual Creativity | 41 |
Variable | F | df1 | df2 | p-Value |
---|---|---|---|---|
Year | 0.402 | 1 | 107 | 0.685 |
IV (Independent Variable) | 16.947 | 1 | 107 | <0.001 |
Independent Variable | Estimate | Standard Error | t | df | p | 95% CI | |
---|---|---|---|---|---|---|---|
Upper | Lower | ||||||
Perceived usefulness | 0.323 *** | 0.076 | 4.233 | 107 | <0.001 | 0.172 | 0474 |
Perceived Ease of Use | 0.184 | 0.077 | 2.379 | 107 | 0.019 | 0.031 | 0.338 |
(Year 2019–2024) | −0.049 | 0.077 | −0.634 | 107 | 0.528 | −0.201 | 0.104 |
Variable | k | n | β-Mean | Estimate | Standard Error | z | p | 95% CI | |
---|---|---|---|---|---|---|---|---|---|
Lower | Upper | ||||||||
Behavioral Intention | |||||||||
Perceived Usefulness | 63 | 26,429 | 0.32 *** | 0.284 | 0.022 | 12.771 | <0.001 | 0.241 | 0.328 |
Perceived Ease of Use | 44 | 20,702 | 0.135 *** | 0.136 | 0.025 | 5.369 | <0.001 | 0.088 | 0.185 |
Social Influence | 42 | 17,088 | 0.192 *** | 0.177 | 0.026 | 8.758 | <0.001 | 0.125 | 0.228 |
Perceived Risk | 30 | 15,674 | −0.0686 | −0.059 | 0.029 | −2.035 | 0.042 | −0.116 | −0.002 |
Facilitating Conditions | 28 | 11,913 | 0.13 *** | 0.153 | 0.031 | 4.954 | <0.001 | 0.082 | 0.213 |
Perceived Enjoyment | 21 | 9993 | 0.259 *** | 0.222 | 0.036 | 6.234 | <0.001 | 0.152 | 0.291 |
Self-efficacy | 19 | 4932 | 0.272 *** | 0.232 | 0.042 | 5.485 | <0.001 | 0.149 | 0.315 |
Trust | 15 | 6175 | 0.299 *** | 0.267 | 0.048 | 5.965 | <0.001 | 0.133 | 0.382 |
Perceived Value | 14 | 5641 | 0.217 *** | 0.164 | 0.043 | 3.837 | <0.001 | 0.080 | 0.247 |
Attitude | 12 | 6222 | 0.535 *** | 0.400 | 0.055 | 7.337 | <0.001 | 0.293 | 0.507 |
Creativity | 11 | 5729 | 0.179 *** | 0.199 | 0.048 | 4.170 | <0.001 | 0.105 | 0.292 |
Use Behavior | |||||||||
Behavioral Intention | 22 | 11,077 | 0.532 *** | 0.454 | 0.044 | 10.411 | <0.001 | 0.369 | 0.540 |
Facilitating Conditions | 10 | 3713 | 0.281 *** | 0.217 | 0.059 | 3.702 | <0.001 | 0.102 | 0.332 |
Social Influence | 6 | 2179 | 0.329 | 0.237 | 0.099 | 2.395 | 0.017 | 0.043 | 0.430 |
Perceived Usefulness | 5 | 2863 | 0.4798 *** | 0.365 | 0.077 | 4.744 | <0.001 | 0.214 | 0.516 |
Perceived Ease of Use | 4 | 2813 | 0.313 ** | 0.234 | 0.083 | 2.806 | 0.005 | 0.071 | 0.397 |
Trust | 4 | 1785 | 0.458 *** | 0.477 | 0.097 | 4.938 | <0.001 | 0.287 | 0.666 |
Attitude | 4 | 1164 | 0.224 | 0.198 | 0.095 | 2.087 | 0.037 | 0.012 | 0.383 |
Creativity | 4 | 1059 | 0.109 | 0.194 | 0.104 | 1.874 | 0.061 | −0.009 | 0.397 |
Attitude | |||||||||
Perceived Usefulness | 17 | 8012 | 0.401 *** | 0.307 | 0.041 | 7.574 | <0.001 | 0.228 | 0.387 |
Perceived Ease of Use | 13 | 6345 | 0.0963 | 0.067 | 0.039 | 1.736 | 0.083 | −0.009 | 0.143 |
Perceived Risk | 6 | 2308 | −0.1605 ** | −0.142 | 0.054 | −2.608 | 0.009 | −0.248 | −0.035 |
Trust | 5 | 2666 | 0.29 *** | 0.275 | 0.070 | 3.908 | <0.001 | 0.137 | 0.413 |
Perceived Enjoyment | 5 | 2352 | 0.364 *** | 0.276 | 0.076 | 3.650 | <0.001 | 0.128 | 0.424 |
Social Influence | 4 | 1687 | 0.251 ** | 0.206 | 0.068 | 3.045 | 0.002 | 0.073 | 0.338 |
Perceived Value | 3 | 1126 | 0.207 *** | 0.243 | 0.061 | 3.990 | <0.001 | 0.123 | 0.362 |
Creativity | 4 | 1271 | 0.2635 | 0.167 | 0.083 | 2.013 | 0.044 | 0.004 | 0.329 |
Facilitating Conditions | 3 | 1058 | 0.219 | 0.218 | 0.085 | 2.561 | 0.01 | 0.051 | 0.385 |
Acceptance | |||||||||
Attitude | 7 | 3800 | 0.536 *** | 0.512 | 0.103 | 4.989 | <0.001 | 0.311 | 0.713 |
Perceived Ease of Use | 7 | 2638 | 0.163 | 0.245 | 0.121 | 2.015 | 0.044 | 0.007 | 0.483 |
Perceived usefulness | 6 | 2518 | 0.444 *** | 0.449 | 0.123 | 3.645 | <0.001 | 0.207 | 0.690 |
Social Influence | 5 | 2149 | 0.293 | 0.236 | 0.119 | 1.983 | 0.047 | 0.003 | 0.470 |
Trust | 4 | 1689 | 0.513 *** | 0.484 | 0.120 | 4.027 | <0.001 | 0.248 | 0.720 |
Facilitating Conditions | 3 | 1194 | 0.125 | 0.041 | 0.153 | 0.265 | 0.791 | −0.260 | 0.341 |
Perceived Risk | 3 | 1905 | −0.105 | −0.154 | 0.259 | −0.595 | 0.552 | −0.661 | 0.353 |
Creativity | 3 | 1335 | 0.118 | 0.118 | 0.237 | 0.498 | 0.618 | −0.346 | 0.582 |
Trust | |||||||||
Perceived Usefulness | 6 | 2908 | 0.441 *** | 0.574 | 0.087 | 6.568 | <0.001 | 0.402 | 0.745 |
Perceived Enjoyment | 3 | 1660 | 0.204 | 0.192 | 0.146 | 1.309 | 0.190 | −0.095 | 0.479 |
Perceived Value | 4 | 866 | 0.234 *** | 0.321 | 0.097 | 3.318 | <0.001 | 0.131 | 0.511 |
Social Influence | 7 | 2255 | 0.218 | 0.234 | 0.098 | 2.380 | 0.017 | 0.041 | 0.427 |
Perceived Risk | 11 | 3227 | −0.131 ** | −0.204 | 0.077 | −2.655 | 0.008 | −0.355 | −0.053 |
Perceived Ease of Use | 5 | 2412 | 0.187 | 0.176 | 0.113 | 1.557 | 0.119 | −0.046 | 0.398 |
Concern | |||||||||
Perceived Risk | 3 | 981 | 0.504 *** | 0.486 | 0.113 | 4.306 | <0.001 | 0.265 | 0.708 |
Perceived Usefulness | 5 | 1377 | 0.462 ** | 0.246 | 0.094 | 2.604 | 0.009 | 0.061 | 0.431 |
Social Influence | 4 | 1383 | 0.039 | 0.062 | 0.087 | 0.716 | 0.474 | −0.108 | 0.232 |
Perceived Ease of Use | 3 | 814 | 0.062 | 0.069 | 0.096 | 0.716 | 0.474 | −0.120 | 0.258 |
Creativity | |||||||||
Self-efficacy | 5 | 1388 | 0.4836 *** | 0.480 | 0.114 | 4.226 | <0.001 | 0.257 | 0.702 |
Behavioral Intention | 3 | 1051 | 0.511 ** | 0.414 | 0.153 | 2.712 | 0.007 | 0.115 | 0.712 |
Variable | Q | df | p | I2 (%) | 95% CI | |
---|---|---|---|---|---|---|
Lower | Upper | |||||
Behavioral Intention | 2432 | 274 | <0.001 | 92.936% | 92.936 | 95.159 |
Use | 299.109 | 52 | <0.001 | 86.708% | 82.708 | 94.05 |
Attitude | 257.557 | 58 | <0.001 | 81.65% | 75.573 | 90.858 |
Acceptance | 371.206 | 23 | <0.001 | 92.236 | 85.910 | 96.502 |
Trust | 284.223 | 36 | <0.001 | 90.679 | 86.131 | 95.108 |
Concern | 41.728 | 12 | <0.001 | 81.298 | 61.3 | 97.138 |
Domain | Variable | Estimate | Standard Error | z | p | 95% CI | |
---|---|---|---|---|---|---|---|
Lower | Upper | ||||||
Education (k = 178, n = 26,294) | Perceived Usefulness | 0.300 *** | 0.028 | 10.860 | <0.001 | 0.246 | 0.354 |
Perceived playfulness | 0.188 *** | 0.041 | 4.554 | <0.001 | 0.107 | 0.269 | |
Perceived Value | 0.147 | 0.061 | 2.414 | 0.016 | 0.028 | 0.266 | |
Social Influence | 0.169 *** | 0.032 | 5.262 | <0.001 | 0.106 | 0.232 | |
Perceived Risk | −0.054 | 0.032 | −1.666 | 0.096 | −0.118 | 0.010 | |
Facilitating Conditions | 0.078 | 0.038 | 2.050 | 0.040 | 0.003 | 0.153 | |
Self-Efficacy | 0.241 *** | 0.046 | 5.257 | <0.001 | 0.151 | 0.330 | |
Attitude | 0.405 *** | 0.068 | 6.100 | <0.001 | 0.275 | 0.538 | |
Perceived Ease of Use | 0.136 *** | 0.027 | 4.952 | <0.001 | 0.082 | 0.190 | |
Creativity | 0.213 *** | 0.056 | 3.806 | <0.001 | 0.103 | 0.322 | |
Trust | 0.237 *** | 0.065 | 3.651 | <0.001 | 0.110 | 0.365 | |
Creative Industry (k = 39, n = 2937) | Perceived Usefulness | 0.201 ** | 0.075 | 2.686 | 0.007 | 0.054 | 0.348 |
Perceived Ease of Use | 0.057 | 0.095 | 0.595 | 0.552 | −0.130 | 0.243 | |
Perceived Value | 0.178 | 0.126 | 1.416 | 0.157 | −0.068 | 0.424 | |
Social Influence | 0.142 | 0.078 | 1.832 | 0.067 | −0.010 | 0.295 | |
Perceived Risk | −0.041 | 0.085 | −0.474 | 0.635 | −0.208 | 0.127 | |
Facilitating Conditions | 0.387 *** | 0.096 | 4.017 | <0.001 | 0.198 | 0.576 | |
Self-Efficacy | 0.184 | 0.123 | 1.488 | 0.137 | −0.058 | 0.426 | |
Healthcare (k = 12, n = 995) | Perceived Usefulness | 0.335 ** | 0.112 | 2.996 | 0.003 | 0.116 | 0.555 |
Perceived Risk | −0.031 | 0.087 | −0.354 | 0.723 | −0.202 | 0.140 | |
Social Influence | 0.082 | 0.108 | 0.758 | 0.448 | −0.129 | 0.292 | |
Organization (k = 12, n = 1191) | Perceived Ease of Use | −0.022 | 0.134 | −0.163 | 0.871 | −0.285 | 0.241 |
Perceived Usefulness | 0.076 ** | 0.025 | 3.101 | 0.002 | 0.028 | 0.125 | |
Facilitating Conditions | 0.101 ** | 0.038 | 2.684 | 0.007 | 0.027 | 0.175 | |
Consumer Service Scenarios (k = 27, n = 3261) | Perceived Usefulness | 0.289 *** | 0.056 | 5.153 | <0.001 | 0.179 | 0.398 |
Trust | 0.280 *** | 0.083 | 3.394 | <0.001 | 0.118 | 0.442 | |
Perceived Ease of Use | 0.351 *** | 0.089 | 3.954 | <0.001 | 0.177 | 0.526 | |
Social Influence | 0.334 *** | 0.074 | 4.531 | <0.001 | 0.189 | 0.478 | |
Perceived playfulness | 0.359 *** | 0.074 | 4.829 | <0.001 | 0.213 | 0.504 | |
Attitude | 0.309 *** | 0.070 | 4.436 | <0.001 | 0.173 | 0.446 | |
Self-Efficacy | 0.323 | 0.179 | 1.809 | 0.070 | −0.027 | 0.673 | |
General-Purpose Scenarios (k = 21, n = 3718) | Perceived Usefulness | 0.344 *** | 0.072 | 4.815 | <0.001 | 0.204 | 0.484 |
Perceived Ease of Use | 0.206 ** | 0.076 | 2.722 | 0.006 | 0.058 | 0.354 | |
Social Influence | 0.240 ** | 0.091 | 2.646 | 0.008 | 0.062 | 0.418 | |
Facilitating Conditions | 0.150 | 0.090 | 1.663 | 0.096 | −0.027 | 0.327 | |
Perceived Value | 0.169 | 0.098 | 1.718 | 0.086 | −0.024 | 0.361 | |
Perceived Risk | −0.600 ** | 0.208 | −2.879 | 0.004 | −1.008 | −0.192 |
Education (n = 93) | ||
---|---|---|
Positive Factor | Negative Factor | Regulatory Factor |
Perceived confirmation (Tian et al. 2024), cost ethical awareness (Zhu et al. 2024), usefulness, social presence, legitimacy of the tool, enjoyment, motivation (Tiwari et al. 2023), knowledge sharing (Duong et al. 2023), design, interactivity, perceived trust (Salifu et al. 2024), functional elements (Ibrahim et al. 2023), emotional intelligence (Zhou and Zhang 2024), anthropomorphism, design novelty, trust (Polyportis and Pahos 2024), feedback and quality, subject norms (Almogren et al. 2024), perceived value (Chan and Zhou 2023), information system (Thongsri et al. 2024), subjective norms, perceived behavioral control (Al-Qaysi et al. 2024), perceived use contexts (Y. Chang et al. 2022), autonomy (Niu et al. 2024), course level, motivation, confidence (Amoozadeh et al. 2024), potential of GenAI enjoyment (Liu et al. 2024), content quality, emotional wellbeing, perceived utility (Almufarreh 2024), personal ability, perceived intelligence, perceived enjoyment (Dahri et al. 2024), personal innovativeness (Hernandez et al. 2023; Nawaz et al. 2024) | Perceived cost ethical awareness, perceived ethical risk, artificial intelligence ethical anxiety (W. Li 2024; Zhu et al. 2024), psychological risk (Wu et al. 2022), perceived cost (Chan and Zhou 2023), potential risks (L. Law 2024), fake information (Amaro et al. 2024), over-reliance, accuracy, ethical considerations (Abu Hammour et al. 2023), impeding learning, producing inaccurate information (Anderson et al. 2024) | Institutional policy (Polyportis and Pahos 2024), gender, age, experience, voluntariness of use, teachers’ teaching level and experience, students’ major (X. Lin et al. 2024), academic disciplines, geographical locations, cultural orientations (Yusuf et al. 2024), SDT motivation (Y. Wang et al. 2024), educational backgrounds (Yao and Abd Halim 2024), AI training courses (Pellas 2023), task–technology fit (Du and Lv 2024) |
Creative Arts and Design (n = 28) | ||
---|---|---|
Positive Factor | Negative Factor | Regulatory Factor |
Optimism, creativity, trait curiosity (indirect) (Y. Wang and Zhang 2023), confirmation, satisfaction ,personal innovativeness (Yu et al. 2024), design priorities, AI literacy (T. Li et al. 2023), perceived relevance, autonomy, competence (Latikka et al. 2023), auxiliary action (Saadi and Yang 2023), perceptual intelligence, personify, individuation (Zhou and Zhang 2024), AI image filter (Papadopoulou et al. 2024), perceived Intelligence (C. Gu et al. 2024), satisfaction, perceived usefulness, self-efficacy, technology trust (H. Ma and Li 2024), social system, individual innovativeness, communication channels, AI anxiety, relative advantage, performance expectancy, effort expectancy, facilitating conditions (Qiu et al. 2024) | AI anxiety (anxiety about GenAI learning (AL), anxiety about job substitution (JP), and anxiety about socio-technical blindness (SB) in the use of GenAI (Yin et al. 2023), privacy concerns information illusion (Zhou and Zhang 2024), copyright issue (C. Wang 2024), the label of an AI artwork (made by AI or made by humans), the perception of creativity, the sense of awe (Kokkoris et al. 2023), perceived eeriness (C. Gu et al. 2024), social influence | Habit (Y. Wang and Zhang 2023), educational level (Yin et al. 2023), functional factor, art background, art experience (Lyu et al. 2022), gender, design art level, education level (C. Wang 2024) |
Healthcare (n = 24) | ||
---|---|---|
Positive Factor | Negative Factor | Regulatory Factor |
Information credibility, perceived application value and reliability, decision-making (Stevens and Stetson 2023), depression levels, perceived usefulness, and parasocial interactions (Park and Kim 2023), performance expectancy, price value, descriptive norm, psychological distress, the potential to increase accuracy, speed, and efficiency in medical decision making (Amann et al. 2023), transparency, autonomy (Haber et al. 2024), trust, information, credibility, system performance, application value (Shahsavar and Choudhury 2023), AI smartness, AI transparency (Hou et al. 2024), initial trust, performance expectation, effort expectations, trust tendency, social influence (X. Wang and Wang 2024) | Images inaccuracies (Ozmen and Schwarz 2024), AI hesitancy and effort expectancy, privacy and security issues, questions of accuracy and authenticity, ethical and legal issues, lack of control (Xu and Wang 2024), generated hype (Gravina et al. 2024) | Personal innovation, task complexity (X. Wang and Wang 2024) |
Organization (n = 20) | ||
---|---|---|
Positive Factor | Negative Factor | Regulatory Factor |
Performance expectancy, perceived usefulness (Herani and Angela 2024), facilitating conditions, hedonic motivation, performance expectancy (Maican et al. 2023), agile leadership, innovation orientation, agile leadership (Cimino et al. 2024), perceived usefulness, perceived ease of use, perceived enjoyment, anthropomorphism (V. Gupta 2024), compatibility, organizational size, competition intensity, perceived ease of use, trust, facilitating conditions, perceived value, perceived autonomy, perceived usefulness (Tanantong et al. 2024), AI engagement, AI familiarity (De Vreede et al. 2024), coercive pressure, normative pressure, mimetic pressure, fairness, accountability, transparency, accuracy, autonomy (Rana et al. 2024), user experience (Marimon et al. 2024), functional value, social value, emotional value, epistemic value, information control (Huynh 2024) | Effort expectancy, social influence, perceived customer value (PCV) (Maican et al. 2023), information sensitivity (Huynh 2024), regulatory support, complexity (Prasad Agrawal 2024) | Interaction convenience, system quality, training and support, technology experience, domain experience (V. Gupta 2024), public knowledge, private knowledge (Figueiredo et al. 2022) |
Rating | Author | h_Index | g_Index | TC | NP | PY_Start |
---|---|---|---|---|---|---|
1 | Gursory D | 5 | 5 | 817 | 5 | 2019 |
2 | Kim J | 3 | 4 | 16 | 4 | 2023 |
3 | Park J | 3 | 3 | 12 | 4 | 2023 |
4 | AL-Emran M | 2 | 2 | 8 | 2 | 2023 |
5 | Baek TH | 2 | 2 | 39 | 2 | 2023 |
6 | Balakrishnan J | 2 | 2 | 795 | 2 | 2022 |
7 | Chi OH | 2 | 2 | 131 | 2 | 2022 |
8 | Chi OHX | 2 | 2 | 625 | 2 | 2019 |
9 | Chiu TKF | 2 | 2 | 55 | 2 | 2023 |
10 | Choudhury S | 2 | 2 | 809 | 2 | 2023 |
Count | Central | Year | Institution | Country |
---|---|---|---|---|
11 | 0.27 | 2021 | State University System of Florida | USA |
7 | 0.14 | 2020 | University of London | UK |
6 | 0 | 2024 | University of California System | USA |
6 | 0.16 | 2019 | University of Johannesburg | South Africa |
5 | 0.01 | 2023 | Chinese University of Hong Kong | China |
5 | 0 | 2019 | Washington State University | USA |
5 | 0 | 2024 | University of Pennsylvania | USA |
4 | 0.01 | 2024 | University of Houston | USA |
Research Focus | Current Gaps | Potential Issues | Future Research Directions |
---|---|---|---|
Theoretical Model Development | Traditional models do not fit GenAI | Neglect of emotional motivations and individual differences | Cross-level integration, diverse variable systems |
Sample Heterogeneity Analysis | High I2 heterogeneity across studies | Weak predictive power; unclear mechanisms | Group-specific path analysis and inclusion of moderators |
Multimodal Acceptance Mechanisms | Overemphasis on text-based tools | Ignorance of modality-specific perceptual differences | Cross-modal comparisons |
Cross-Cultural Research | Lack of cultural diversity in samples | Variable effects differ across cultures | International collaboration |
Human-AI Co-Creation | Blurred roles, reduced cognitive agency | Creativity erosion | Mechanism for co-creation, cognitive boundary research |
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Chen, J.; Xie, W.; Xie, Q.; Hu, A.; Qiao, Y.; Wan, R.; Liu, Y. A Systematic Review of User Attitudes Toward GenAI: Influencing Factors and Industry Perspectives. J. Intell. 2025, 13, 78. https://doi.org/10.3390/jintelligence13070078
Chen J, Xie W, Xie Q, Hu A, Qiao Y, Wan R, Liu Y. A Systematic Review of User Attitudes Toward GenAI: Influencing Factors and Industry Perspectives. Journal of Intelligence. 2025; 13(7):78. https://doi.org/10.3390/jintelligence13070078
Chicago/Turabian StyleChen, Junjie, Wei Xie, Qing Xie, Anshu Hu, Yiran Qiao, Ruoyu Wan, and Yuhan Liu. 2025. "A Systematic Review of User Attitudes Toward GenAI: Influencing Factors and Industry Perspectives" Journal of Intelligence 13, no. 7: 78. https://doi.org/10.3390/jintelligence13070078
APA StyleChen, J., Xie, W., Xie, Q., Hu, A., Qiao, Y., Wan, R., & Liu, Y. (2025). A Systematic Review of User Attitudes Toward GenAI: Influencing Factors and Industry Perspectives. Journal of Intelligence, 13(7), 78. https://doi.org/10.3390/jintelligence13070078