Starting from early builds, NHTV Breda University of Applied Science (the Netherlands) assisted the Italian development team Double Jungle in obtaining a detailed insight into their original action-puzzle iPad videogame 'Gua-Le-Ni; or The Horrendous Parade' (http://www.gua-le-ni.com). The kinds of experiments and tests that were run on the game focused on the use of biometric (or psychophysiological) sensors in order to gain deep and objective insights into how the target audience reacted to the game's difficulty, its interface, its responsiveness, its acceleration, etc. More specifically, stress levels and the contraction of facial muscles were correlated with in-game performance and traditional questionnaires. In my session, I will explain how such approach, which we pioneered in the casual section of the games industry, can and did provide concrete advantages for the developers.
Delivered at Casual Connect Asia, May 2012.