Enhancing Game Usability: A Framework for
Small-to-Medium-Sized Game Development Businesses
Sayeda Rahnuma Akthar
1a
, Muhammad Rezaul Islam
2b
, Nabila Islam
2c
, Farzana Sadia
3d
and Mahady Hasan
2e
1
Department of Computer Science, Independent University Bangladesh, Dhaka, Bangladesh
2
Department of Computer Science and Engineering, Independent University Bangladesh, Dhaka, Bangladesh
3
Faculty of Electronic Engineering & Technology, Universiti Malaysia Perlis (UniMAP), Perlis, Malaysia
Keywords: Usability Heuristics, Nielsen Usability Technique, Game Development, Game Usability, Usability Problems.
Abstract: The field of Human-Computer Interaction (HCI) research has developed numerous procedures and techniques
to ensure high usability when developing software. Usability in video games is also considered to be
important, so it is crucial to ensure that game systems comply with usability standards. However, research has
overlooked software development, specifically the stage of game development. Additionally, large gaming
firms and game developers tend to keep their procedures and techniques secret. Professional reports have
revealed the "ugly face" of the gaming industry. Bangladesh's slowly expanding game development sector
comprises a significant number of small-to-medium-sized businesses and start-ups. These businesses require
practical, developer-centric solutions to guarantee usability as they may lack the funds to engage usability
specialists to oversee it. This article discusses the concept of game usability, including current research on
usability techniques for game production. The study involved conducting polls, heuristic scoring studies, and
speaking with several game developers. Twelve usability heuristics were created based on the Nielsen
usability technique and the stages of game software development, which help in preventing typical usability
problems in games. A preliminary analysis of the heuristics indicates that they can assist in identifying game-
specific usability problems that may otherwise go unnoticed.
1 INTRODUCTION
Video games are electronic games that require user
input devices to generate visual feedback displayed
on video display devices such as TVs, monitors, or
virtual reality headsets. The industry has expanded to
include mobile gaming, virtual reality, and remote
cloud gaming.
The video game industry is rapidly growing, with
revenues projected to reach $197 billion in 2022. The
global video game market was valued at $195.65
billion in 2021 and is expected to increase to $220.79
billion in 2022. During the COVID-19 pandemic,
major gaming companies saw an increase in their
stock values despite criticism of game releases for
a
https://orcid.org/0009-0009-6049-8182
b
https://orcid.org/0009-0004-5721-0276
c
https://orcid.org/0009-0000-2117-8578
d
https://orcid.org/0009-0005-1895-1044
e
https://orcid.org/0000-0002-9037-0181
bugs and lack of originality. Steam's active user base
also increased by over 20%. (Şener, Yalcin &
Gulseven, 2021). Bangladesh’s gaming market is
currently worth $0.37 billion, but it is predicted to
quadruple by 2026(Islam, 2020). Despite the
industry's potential for growth, there is a lack of
official statistics on game development companies in
Bangladesh, and research on game development
processes has been limited.
A small game developer studio contains as few as
a few staff members or as many as 50, and a medium-
sized studio may have several hundred. The size of a
studio can be influenced by elements like the size of
the projects it accepts, the number of games it
produces annually, and its level of success in the
Akthar, S., Islam, M., Islam, N., Sadia, F. and Hasan, M.
Enhancing Game Usability: A Framework for Small-to-Medium-Sized Game Development Businesses.
DOI: 10.5220/0012086500003538
In Proceedings of the 18th International Conference on Software Technologies (ICSOFT 2023), pages 385-392
ISBN: 978-989-758-665-1; ISSN: 2184-2833
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
385
market. A company’s size might also change over
time because of expansion, contraction, or mergers
with other businesses.
This study examines the utilization of usability
evaluation heuristics by game developers in
Bangladesh. Game design involves several elements,
including storyline, pacing, and gameplay mechanics,
with usability being a crucial factor due to the
frequent interaction required from players. Poorly
designed game interfaces can hinder player
engagement, leading to reduced game quality and
success. (Fabricatore, 2007).
The goal of this study is to review the concept of
game usability and provide practical, developer-
centric solutions to ensure high usability in game
development, particularly for small-to-medium-sized
businesses and start-ups in the slowly expanding
game development sector in Bangladesh.
This study aims to review current research on
usability techniques for game production, create
usability heuristics based on the Nielsen usability
technique and the stages of game software
development, and evaluate their effectiveness in
identifying game-specific usability problems.
The primary contributions of this paper are:
1. Identify real world usability problems that
provide breadth and depth coverage of the game
design space
2. To make the heuristics simple enough for
individuals with familiarity with usability principles
and some game development experience to
implement.
3. Game developers can use the heuristics to
identify real problems that will affect the usability of
games.
2 LITERATURE REVIEW
An extensive literature review was conducted on
related publications in the field, and an analysis of the
most relevant papers have been included. Mylly et al.
designed a new set of usable usability heuristics for
game development based on user satisfaction and
convenience (Mylly, Rajanen, & Iivari, 2020).
Politowski et al. presented insights and
considerations gathered from developers and
literature studies (Politowski, Vargas, Fontoura, &
Foletto, 2016), while Zaidi et al. designed a usability
framework for VR casual game development for non-
gamers (Zaidi, Duthie, Carr & Maksoud, 2018).
Simor et al. proposed usability evaluation methods
for gesture-based games, particularly for older adults
(Simor, Brum, Schmidt & Rieder, 2016). Fatta et al.
developed a model for measuring usability evaluation
specifically for mobile game-based learning
applications (Fatta, Maksom & Zakaria, 2018).
Soomro et al. designed a playability heuristic
evaluation system for application software and games
(Soomro, Ahmad & Sulaiman, 2014), and Desurvire
et al. adapted heuristics from productivity software to
games (Desurvure & Wiberg, 2009). Fernandez et al.
proposed a usability inspection method for model-
driven video game development (Fernandez, Insfran,
Abrahão, Carsi & Montero, 2012), while Smith et al.
proposed a domain-specific heuristic list for virtual-
reality game development (Smith, Granados & Suss,
2019). Parker et al. explored how indie game
developers perceive the benefits and risks of game
streaming (Parker & Perks, 2021). Xenos et al. found
that the perceived usability of a game significantly
impacts learning during gameplay (Xenos,
Papaloukas & Kostaras, 2019), while Hussain et al.
conducted a systematic review of mobile game
usability evaluations (Hussain, Abbas, Abdulwaheed,
Mohammed & Abdulhussein, 2015). Muhanna et al.
developed a list of adapted usability heuristics for
Arabic mobile games (Muhanna, Masoud & Qusef,
2022), Şener et al. investigated the impact of the
Covid-19 pandemic on the game industry (Şener &
Yalçın), Senap et al. proposed a set of evaluation
components for assessing the usability of mobile
educational games (Senap & Ibrahim, 2019), Vieira
et al. proposed a methodology to identify heuristics
applicable for evaluating the usability of educational
games (Vieira, Silveira & Martins, 2019), Halonen et
al. proposed a set of heuristics to evaluate the
usability of games that employ speech recognition
(Halonen, Hyrunsalmi, Kimppa, Knuutila, Smed &
Hakonen, 2012), and Pyae et al. evaluated the
usability and user-friendliness of a Finnish skiing
video game among elderly Japanese participants
(Pyae et al., 2020).
3 METHODOLOGIES
Three research questions were raised to specify this
research.
1.RQ1. What is the nature of specific usability
recommendations for Game Development?
2.RQ2.What Heuristic Method developers follow
to develop a game?
3.RQ3. What are the most common problems
faced by game developers in each process type?
The above questions influenced the key literature
search criteria. Relevant papers were identified by
searching in papers’ metadata (title, abstract,
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keywords), using keyword search queries. The
keywords identified from the research questions were
as follows: usability specialists, game developers,
usability heuristics, Nielsen usability technique,
stages of game development, usability problems,
game-specific usability problems.
Renowned works related to game development
and video game heuristic evaluations were prioritised
from researchers of various countries. Research
works related to the same topic from Bangladesh
were also searched but nothing remarkable was
found. There is not enough research done in
Bangladesh about game development. Many other
countries have done intense research on this topic. As
an alternative measure, articles released by local news
media and interviews or data provided by Bangladesh
ICT Ministry were studied.
This research is done based on the heuristics
provided by Sami Mylly et al. In their research paper
The Quest for Usable Usability Heuristics for Game
Developers in 2020. Also, theoretical concept was
drawn from Kristina Magylaite et al’s “Towards High
Usability in Gamified Systems: A Systematic” in
2022 which is based on Nielsen’s 10 heuristics.
Review of Key Concepts and Approaches.
Game developers prefer to devise their own
usability heuristic lists tailored to each game rather
than using pre-existing lists since they consider them
to be too intricate to use (Mylly, Rajanen, & Iivari,
2020). While Nielsen's usability evaluation heuristics
are widely used for assessing software systems, they
are not always suitable for video games. Therefore,
the authors aimed to develop a set of heuristics that
could be applied throughout all stages of video game
development.
Questionnaires were designed based on the
heuristics proposed by Mylly et al. The game
development process was divided into eight stages,
including Concept, Pre-production, Prototype,
Production, Alpha, Beta, Gold, and Post-release, and
a total of 30 questions were asked across all stages.
The participants were selected randomly from game
developers in Bangladesh, including both employees
and freelancers. Participation in the survey was
voluntary, and anonymity was maintained. The
survey questions were distributed among the
participants through a Google survey form link.
Additionally, interviews were conducted with the
participants to gain further understanding of the game
developing situation of Bangladesh.
4 DATA ANALYSIS & RESULT
In October 2022, a small-scale survey was conducted
among game creators, testers, consumers, and
freelancers in Bangladesh to gauge their views on
game usability, the use of heuristic evaluation in
businesses, and the usefulness of usability heuristics
described in the literature. The survey received
responses from 19 individuals. In addition, interviews
were conducted with a few game testers and
developers who were both employees and
independent contractors. Despite the relatively small
number of game firms in Bangladesh, only 36% of the
developers responded to the survey.
The research on game development in Bangladesh
is inadequate compared to numerous other countries
that have conducted extensive research on the subject.
The results indicate that the chosen papers were
published within the past five years, but the number
of papers was small. Most of the articles were
conference proceedings.
4.1 Usability Testing Method
Employed
The papers that were chosen used a variety of
usability assessment techniques. The Quantitative
and Qualitative approaches used in this paper are (1)
Questionnaires (n=20); (2) "Think Aloud procedure";
(3) Interviews (n=10); and (4) Heuristic Testing
(n=8).
Figure 1: Development Phases. It shows Phases list &
Details about the development phases. (Mylly, Rajanen, &
Iivari, 2020).
The response from the respondents to an inquiry
about what usability meant to them is quite like how
people think of (game) usability: "One of the design
objectives that should be followed during
development is usability, which will help to ensure
Enhancing Game Usability: A Framework for Small-to-Medium-Sized Game Development Businesses
387
that the product's target market has as much access to,
and understanding of, it as possible." This encourages
the inclusion of usability activities in the development
cycle.
There are several ways for the game development
process to resemble the traditional software
development process. (Mylly, Rajanen, & Iivari,
2020)’s paper “The Quest for Usable Usability
Heuristics for Game Developers” said the basic game
development process can be divided into phases in
Table 1.
Table 1: Phases of game development with description.
Developme
nt Phases
Description
Concept The main idea of the game is decided and
describe
d
Pre-
Production
To define what the game is, how long it
will take, how many people are needed
and how much it will cost to make it
Prototype To test the non-functional requirements
of the game which is difficult to evaluate
(g
ame
p
la
y)
.
Production It’s when the most action happens, most
people work at the same time and most
time is consumed.
Alpha To define when the game is mostly
playable from start to finish and where a
particular build of the game is the first
p
la
y
able version.
Beta In this phase, the goal is to have the game
stabilized and remove most of the errors
and
p
roblems
Gold The climax of the process where the
game is ready and waiting to be delivered
for the distributors.
Post-
Release
Patching the bugs and issues that were
not found or fixed before the initial
release, without forgetting the upgrades,
4.2 Design of Questionnaires
Based on Eight development phases which are
discussed above, the study is designed with some
Questionnaires to proceed in this research. Some of
the most important questions are given in the list
below as sample:
During the concept development stage do
you gather all the necessary information and
set them on board?
When designing the game, do you consider
the target audience?
Do you make the basic controls and tutorials
easy to learn for new players?
At beta phase of the development do you
ensure the players receive enough feedback
from their surroundings while progressing
through the
Do you ensure the game interface/HUD
(skill bar, health indicator, mini-map,
compasses, currency) is informative?
Do you provide manuals, tutorials so the
player doesn't have to rely on outside
sources for information?
Does the new content remain consistent with
the old content/base game?
4.3 Participants in the Usability
Testing
Most of the studies (64%, n = 10) had only one type
of user as a participant in usability evaluations, e.g.,
Ten were Freelancer,4 to 5 were Tester or users, and
5 of them were Game Developer means professionals
only. By categorising the data according to the
number of participants according to type of usability
evaluation method.
4.4 Data Analysis
Data extracted from each article were recorded on a
computer worksheet (Excel) to categorise and
compare characteristics. Descriptive statistics, mostly
frequency tables for the categorical variables, were
constructed for the dataset using Excel Sheets for
quantitative analysis. To respond to the research
questions that formed the basis of this study, the study
summarized the results from the chosen papers.
Filtering the survey questionnaire results was done
using cross tabulations.
In table 2, it shows the percentage (%) data
collected from game developers based on their
experience using different parameters of their
development phases.
The research is to ensure if any of the answers
depends on or correlated with each other because of
the usability testing, as the correlation approach is
cited as an important component of game
development.
To have a clearer understanding of this study, if a
developer failed to build a clear concept or prototype
of the game, the game development can be stuck and
further failed to proceed.
ICSOFT 2023 - 18th International Conference on Software Technologies
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Table 2: This Crossed tabulation shows calculations of
survey questionnaires using development phases
maintaining heuristics in percentage (%).
Developme
nt Phases
(
%
)
Ne
ver
Ofte
n
Someti
mes
Most
ly
Alwa
ys
Concept 8.3 5.5 33.3 27.8 24.9
Pre-
Production
2.8 9.7 32.0 37.5 18.0
Prototype 4.2 9.7 31.9 37.5 18.0
Production 8.3 25.0 16.7 25.1 34.6
Alpha 4.2 8.3 22.9 24.4 26.4
Beta 0.0 13.3 31.7 28.3 26.7
Gold
11.
6
20.0 23.2 25.0 24.9
Post-
Release
0.0 5.5 27.6 33.3 25.0
4.5 Comparison of Two Heuristic
Models
In 2022 Magylaitė et al., introduced another set of
Heuristics for game development. To gain a better
understanding of the nature of the recommendations
proposed in the selected papers, the generalised
recommendations namely: Nielsen’s heuristics for
user interface design. Heuristics serve as the most
general usability principles available. There are
several similarities between in this reviewed
heuristics and Nielsen’s heuristics; N1, N4, N5, and
N9 are kind of similar with the concepts so far. The
discussions were with the developers but there are
some variations with their version of heuristic
methods. Each recommendation had to be assigned to
one or more of the following heuristics:
N1. Visibility of system status.
N2. Match between system and the real
world.
N3. User control and freedom.
N4. Consistency and standards.
N5. Error prevention.
N6. Recognition rather than recall.
N7. Flexibility and efficiency of use.
N8. Aesthetic and minimalist design.
N9. Help users recognize, diagnose, and
recover from errors.
N10. Help and documentation.
Nielsen’s error detection (N9) (N5) is like alpha
and beta phase as Alpha and Beta testing is the user
end’s acceptance testing. This can help to detect bug
from the final product and fix it if needed. The data is
shown here Table 3, here the similarities between two
methods are denoted
by .
Table 3: Similarities between Two Methods.
This also addresses control design, artificial
intelligence, and information on game status.
However, the content and focus of the heuristics are
significantly different. Their heuristics focus on
engagement issues, but ours are strongly oriented
around usability and are augmented by detailed
information on common usability problems.
4.6 Proposed Heuristics
To fulfil two key functions in the game design
process, this study put together a set of game
heuristics. First, heuristics can be utilised as a set of
design guidelines early in the game design and
development process. They can also be used to
conduct usability inspections, where evaluators
utilise them to iteratively critique the design.
This paper's approach is more closely aligned
with that described by Sami Mylly et al., who suggest
that heuristics can be developed using specific
software development phases, as well as by
developing principles that describe the usability
problems that seem to be present in games. Nielsen's
method for defining a new set of general-purpose
heuristics served as the initial motivation for this
method for defining game usability heuristics.
After studying both methods, a set of heuristics
was designed to help game developers in Bangladesh.
Here are the key findings of the analysis:
1. Making long-term goals (end game
objectives) visible and short-term goals (early game
objectives) obvious from the start.
2. Allowing players to customize controls to suit
their preferences and physical limitations.
3. Using consistent and clear visual cues, such as
coloration and words, to convey information.
4. Avoiding lag or delays in the system's
response to user input.
Enhancing Game Usability: A Framework for Small-to-Medium-Sized Game Development Businesses
389
5. Using visual representations, such as maps
and symbols, that are easy to understand and avoiding
jargon.
6. Adding a fictional plot to engage users
emotionally.
7. Providing feedback on progress and how to
move forward.
8. Offering challenges that are rewarding to
overcome, with a ranking or incentive system.
9. Ensuring that user activities are consistent and
relevant, with no distracting or irrelevant options.
10. Giving users badges for achievements or
accomplishments.
11. Allowing users to control the system's speed
and avoiding arbitrary time limits.
12. Providing comprehensive game
documentation to help users understand game
features and visual cues.
Figure 2: Twelve Proposed Heuristics.
By following these heuristics, game developers
can create games that are engaging, intuitive, and
enjoyable for a wide range of players. Users should
have access to comprehensive game documentation
that explains how to interact with game features and
understand visual cues.
Each assessor filled out an open-ended
questionnaire at the end of the trial. Questions were
asked participants to describe the advantages and
disadvantages of using heuristics to evaluate games.
Also, Interviews were taken about any heuristics that
they found particularly helpful and whether they were
challenging to use. Finally, it is learned if they
discovered problems using the heuristics that they
would have ignored in any scenario. The problem
description was examined. Some deleted problems
that by the same evaluator brought up frequently as
well as problems that did not adequately depict actual
usability problems (such as comments regarding
game play, preferred features, etc.). The research
confirmed that the evaluators referred to heuristics
that were pertinent to the noted problems.
5 DISCUSSIONS
The results of the review presented above served as
the input answering the research question RQ1-RQ3.
The key observation is presented below:
QR1. What Is the Nature of Specific Usability
Recommendations for Game Development?
The authors of the chosen papers presented their
findings not just as advice for usability but also as
suggestions for enhancing user experience, increasing
motivation, and improving compliance with humans.
Many of the suggestions fell under the category of
being widely accepted, such as using common jargon,
giving helpful comments, preventing errors,
segmenting information, assuring quick response
times, etc. As an alternative, the writers frequently
suggested employing modality and signalling
principles, making sure that all necessary information
was provided prior to the activity, and including
features for managing fatigue (adaptable time
limitations and speed of work). (Magylaitė, Kapočius,
Butleris & Čeponienė, 2022).
RQ2. What Heuristic Method Developers Follow
to Develop a Game?
Most game developers attempt to create games using
Nielsen's heuristics method. The survey asked if it
would be simple or difficult to implement a particular
heuristic in a current project. However, some recent
studies have alarmingly shown that heuristic
evaluation is not a typical usability evaluation method
in the video game industry and that game developers
would prefer to create their own usability heuristic
lists for each of their games rather than use existing
lists, which they believe to be too cumbersome to use.
Together with "Greater knowledge," it is believed
there is a need for a broader set of heuristics that
covers the entire spectrum of game creation, from
concept to live operations and serving the user base,
as well as a set that explains what and why the
heuristics are. These questions are being addressed by
the heuristics suggested in this study, which also
serves as a foundation for a more in-depth and
comprehensive treatment of game creation. (Mylly,
Rajanen, & Iivari, 2020)
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RQ3. What are the Most Common Problems
Faced by Game Developers in Each Process
Type?
Age is a crucial consideration when deciding how to
create or enhance games, as shown by most of the
papers that were chosen, which (30% and 30%,
respectively), discussed the usability of games
especially geared at either children or adults. Half of
the six publications that offered suggestions for adults
were targeted exclusively at gamers over the age of
sixty. The authors of the remaining 40% of the chosen
publications didn't mention any details about the
target population that their recommendations were
intended for. According to the poll, it appears that
game designers struggle with the choice of whether to
make the game simple for children with few key
actions necessary, or complex for adults with a
variety of activities. Other user qualities, such as user
goals, degree of motivation, education, or IT abilities,
were also cited as factors that frequently have an
impact on usability-related system development
decisions (Magylaitė, Kapočius, Butleris &
Čeponienė, 2022).
After evaluating the pertinent suggestions and
guidelines for gamified systems included in the
selected publications, it was discovered that the
recommendation lists provided by the different
writers substantially overlapped. The terminology
used to express the same concept or piece of advice
by the many authors was the only thing that changed.
Consequently, a preliminary categorization was
carried out to make it simpler to analyze the
recommendations. Moving forward, game makers
will no longer solely rely on the conventional
heuristic technique and will instead set their own
usability tests. To speed up the process, game
developers make their own usability tests as opposed
to constantly employing heuristics. This study
concluded that each game developer adheres to the
industry standard for game creation in their own
distinctive way through interviews with or surveys of
game developers.
The evaluation does not include a thorough
analysis of the heuristics because it is not expected for
any game to necessarily have problems in every area
of coverage. But it does show that the Bangladeshi
Developers were able to understand the heuristics,
and a check at the problem descriptions shows that
they did match the range of coverage specified by the
selected heuristic. This shows that Developers or
testers could apply the heuristics to recognize real
problems, and that they weren't too challenging to
utilise. Bangladeshi game creators tried to
concentrate on engrossing and entertaining the player,
which includes a variety of design factors like plot,
tempo, level of difficulty, and gameplay mechanics.
However, as most games necessitate frequent player
contact, usability issues must be carefully considered
by game designers. They tried to adhere to the
guidelines based on the game's needs. This paper first
reveals the degree of success of the heuristics in
achieving these objectives. With only a handful of the
heuristics, Testers or Developers were able to track
down countless problems and discover numerous
problems.
6 LIMITATIONS
Bangladesh has a limited presence in game
development, resulting in a scarcity of game
production companies and developers. Formal
education and research on this topic are also lacking.
As a result, most developers are self-taught and
passionate individuals who start their careers as
independent game creators. However, due to
corporate policies and privacy concerns, both
independent and company developers are hesitant to
share information or participate in interviews. This is
a pattern that was also observed in other papers
(Mylly, Rajanen, & Iivari, 2020).
7 CONCLUSIONS
In this study essay, the usability of game development
is the main topic. Bangladesh has gradually entered
the gaming industry. The game development process
should find it easier to follow accepted software
development procedures if heuristics are maintained.
Games may be created using these process models.
Nielsen’s heuristics aid consumers' cognitive load,
especially their memory power. Because it's easier for
them, it's essential to think about how to emphasise
opportunities and useful attributes.
With the use of heuristics, there are some sets
proposed in this research, which present a fresh
method to modifying usability inspections for games,
allowing developers to assess both mock-ups and
functioning prototypes. In this study, usability
problems in software were found and a set of design
principles for game creation were presented. This
broad methodology, which is a novel approach, can
be used by researchers to understand design problems
in different kinds of speciality software. This study
points that this method can be applied to further
development studies and that it can be used to create
Enhancing Game Usability: A Framework for Small-to-Medium-Sized Game Development Businesses
391
new heuristics on involvement and for multiplayer
games in Bangladesh.
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