Emotion is a significant factor of the consumption intention. Current psychological research on the intention of gaming consumption primarily adopts qualitative perspectives, with limited quantitative studies examining the impact of negative emotions on the intention of gaming consumption. Previous studies have demonstrated that guilt and psychological simulation affect consumer’s willingness. Consequently, whether guilt and psychological simulation and its interaction exert similar effects on the intention of gaming consumption warrants further exploration. This study employed a two-factor, two-level between-subjects experimental design, manipulating emotion types (guilt emotion vs. neutral emotion) and psychological types (process simulation vs. result simulation), to investigate differences in gaming consumption intention under varying emotional states and psychological simulation strategies. The results indicate that the main effect of emotion type on gaming consumption intention is significant. Specifically, individuals experiencing guilt exhibit significantly lower gaming consumption intention compared to those in a neutral emotional state. Furthermore, the interaction effect between guilt and psychological simulation is significant. Under guilt emotion, the use of result simulation significantly reduces gaming consumption intention, thereby exacerbating the negative impact of guilt on gaming consumption intention. These results enrich quantitative research on emotions and gaming consumption while providing practical implications for marketing strategies in the gaming industry.