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This study applies Herzberg's Two-Factor Theory to the PLAY heuristics, a widely used set of 48 video game design principles developed by Desurvire and Wiberg, to determine whether the heuristics can be classified as either Hygiene Factors (essential for basic functionality) or Motivators (aimed at enhancing enjoyment). Drawing on an approach previously used for web design heuristics, the authors surveyed 23 university students, largely young adult Swedish gamers with substantial play experience, who classified each heuristic after a brief instructional video. The analysis compared the percentage of respondents assigning each heuristic to each category and grouped the results by strength of agreement.
The findings indicate that the classification is workable and that the heuristics divide roughly evenly between the two categories, with 22 classified as Hygiene Factors and 24 as Motivators, while one was split evenly and a few remained ambiguous. Heuristics concerning usability, controls, interface consistency, and clarity of goals predominantly fell into the Hygiene category, with "Players feel in control" showing the strongest hygiene classification. Motivator heuristics centered on emotional connection, persistence of the game world, reward systems, and immersion, with "emotional connection between the player and the game world" ranking highest.
The authors interpret these results as supporting the view that interface usability is a prerequisite for the intrinsic experience that narrative and gameplay provide, a pattern consistent with prior web design research. They suggest the classification could help developers prioritize evaluation, since unresolved hygiene issues are unlikely to be offset by stronger motivators.
The study acknowledges limitations, including a small and demographically homogeneous, self-selected sample and the possibility that some ambiguous heuristics reflect wording issues rather than respondent behavior. Proposed future work includes testing more diverse respondent groups, examining the ambiguous heuristics, and applying the method to classify quality assurance bug reports.
Game Developers Conference · 2024