Ok, so this might be a bit of a dry submission, but I believe it holds the potential for helping us understand video games, and their value to ourselves and others a little better. This involves a bit of reading and research, so please understand that before you continue.
Basic Information on Herzburg:
http://en.wikipedia.org/wiki/Frederick_Herzberg
The Wikipedia page explains exactly what his theory is composed of, but I will retype the basic idea here. Herzburg believed that in business, employees can be both motivated and demotiavted by different things. He theorizes that an employee can have job satisfaction if he or she is able to be motivated and certain expectations (hygiene factors) about the job are met. Hygiene factors don't necessarily motivate the employee, but will demovtivate them if they are absent or not experienced to the full expectation.
Motivator Factors:
-Achievement
-Recognition
-Work Itself
-Responsibility
-Promotion
-Growth
Hygiene Factors:
-Pay and Benefits
-Company Policy and Administration
-Relationships with co-workers
-Supervision
-Status
-Job Security
-Working Conditions
-Personal life
Now, how does all this apply to gaming? I have composed a simliar list of items to the ones above, except the purpose of these ones are to allow someone to enjoy a game and become truly immersed, instead of finding job satisfaction.
The items are as follows:
Gameplay Factors:
-Challenging gameplay
-Entertaining gameplay
-Flow of combat/actions on screen (may not always apply)
-Active involvement of the player
-Balance between player's capabilites and OpFor capabilities (OpFor could be AI or another player)
-Smooth, nonobstuctive interface for the player to perform an on screen action
-Growth of player's in-game capabilities (leveling system/unclocking new abilities, ect., may not always apply)
Story Factors (may not always apply):
-Believable, relatable characters
-Round, developed characters
-Progressive developement of charaters
-Believable, understandable story
-Holds the players interest, motivates them to see it through
-Plot is tight, self-contained, and leaves few to no questions unanswered
-Mood and setting are both appropriate and immersive
-Moral or lesson is learned by the player, main character(s), or both
Other:
-Graphics are smooth and contemtporary (This is a sifficult one to gauge, I know)
-Environment is befitting of the games other elements (linear or sandbox, as well as the color and shape of the gameworld are all included here)
-Game overall is immersive (go by Ben Croshaws definition, see here: http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8243-Extra-Punctuation-A-Handy-Glossary-of-Yahtzee-Terms)
-Game overall is focused (yes, I am encorporating a bit more of Ben's article here, see his definition once again for focused)
There are probably a multitude of ideas I missed here, but I just wanted to place a few basic ones and then pose this question.
Which elements, as stated here or constructed by yourself, are hygienic in nature (they must be there, or they obstruct the player's experience) or motivatonal (they don't have to be there, but they promote your experience if they are)?
I apologize in adavance for the length of the reading, but I believe it was necessary to fully encompass the idea.
Basic Information on Herzburg:
http://en.wikipedia.org/wiki/Frederick_Herzberg
The Wikipedia page explains exactly what his theory is composed of, but I will retype the basic idea here. Herzburg believed that in business, employees can be both motivated and demotiavted by different things. He theorizes that an employee can have job satisfaction if he or she is able to be motivated and certain expectations (hygiene factors) about the job are met. Hygiene factors don't necessarily motivate the employee, but will demovtivate them if they are absent or not experienced to the full expectation.
Motivator Factors:
-Achievement
-Recognition
-Work Itself
-Responsibility
-Promotion
-Growth
Hygiene Factors:
-Pay and Benefits
-Company Policy and Administration
-Relationships with co-workers
-Supervision
-Status
-Job Security
-Working Conditions
-Personal life
Now, how does all this apply to gaming? I have composed a simliar list of items to the ones above, except the purpose of these ones are to allow someone to enjoy a game and become truly immersed, instead of finding job satisfaction.
The items are as follows:
Gameplay Factors:
-Challenging gameplay
-Entertaining gameplay
-Flow of combat/actions on screen (may not always apply)
-Active involvement of the player
-Balance between player's capabilites and OpFor capabilities (OpFor could be AI or another player)
-Smooth, nonobstuctive interface for the player to perform an on screen action
-Growth of player's in-game capabilities (leveling system/unclocking new abilities, ect., may not always apply)
Story Factors (may not always apply):
-Believable, relatable characters
-Round, developed characters
-Progressive developement of charaters
-Believable, understandable story
-Holds the players interest, motivates them to see it through
-Plot is tight, self-contained, and leaves few to no questions unanswered
-Mood and setting are both appropriate and immersive
-Moral or lesson is learned by the player, main character(s), or both
Other:
-Graphics are smooth and contemtporary (This is a sifficult one to gauge, I know)
-Environment is befitting of the games other elements (linear or sandbox, as well as the color and shape of the gameworld are all included here)
-Game overall is immersive (go by Ben Croshaws definition, see here: http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8243-Extra-Punctuation-A-Handy-Glossary-of-Yahtzee-Terms)
-Game overall is focused (yes, I am encorporating a bit more of Ben's article here, see his definition once again for focused)
There are probably a multitude of ideas I missed here, but I just wanted to place a few basic ones and then pose this question.
Which elements, as stated here or constructed by yourself, are hygienic in nature (they must be there, or they obstruct the player's experience) or motivatonal (they don't have to be there, but they promote your experience if they are)?
I apologize in adavance for the length of the reading, but I believe it was necessary to fully encompass the idea.