Randomness is common in mixed-motivational system environment. Yet, it is attributable to information deprivation which is not always favored. In this paper, we use the concept entropy to quantitatively capture the rather overlooked influence of randomness embedded in a system. With the use of a serious game, we conducted a study with university students in a classroom setting. We show that entropy has an adverse impact on intention to use. The adverse impact is mediated by perceived control and curiosity. We further demonstrate that people having a strong arousal-avoidance pre-usage state are less prone to the negative effect of entropy. On theoretical implications, the study is among early attempts to examine the negative consequences of information deprivation due to randomness. It shows the mechanisms through which entropy leads to deteriorated intention to use. On practical implications, we suggest that manipulation of pre-usage user states alleviates the adverse impacts of entropy.


Paper Number 1315; Track e-Learning; Complete Paper



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