How to launch tests on the Sensemitter Platform

What does Sensemitter actually do?

The platform uses AI-powered facial coding and eye tracking to analyze both ad creatives and gameplay sessions. Whether you're testing pre-launch concepts, live ads, or player behavior inside the game, Sensemitter reveals deep emotional insights — tracking arousal, valence, and focus to pinpoint moments of engagement or drop-off.

You can easily create a project, define your target audience, upload your assets, and get a full emotional performance report within days. The dashboard highlights key patterns, compares high vs low-performing creatives, and identifies gameplay moments that either captivate or frustrate your audience — helping you optimize for retention, engagement, and lower CPI.

Analyzing ad creatives with emotion-first AI

The first video walks through how to upload ad creatives, define audience segments, and receive detailed emotion-based reports within days. It shows how to compare high vs low-performing creatives using arousal, valence, and focus metrics.

Running full playtests with emotion tracking

The second video demonstrates how to structure a full playtest project, define gameplay hypotheses, and gather emotional insights from real player sessions. It highlights how developers can uncover specific frustration points and gameplay bottlenecks.

Early access offer: test, iterate, test again — on us

Launch your first ad creative study on app.sensemitter.com before June 30th and get a second, follow-up test for free — so you can directly measure how emotional engagement changes after your creative update. Perfect for refining top-of-funnel performance with real behavioral data. Offer includes dedicated analytical support and a professional summary presentation for each test.

Understanding the Focus metric in emotional analytics

What Focus Measures

Focus is measured through blink tracking:

Why Blinks? Blink frequency has been shown to correlate with cognitive engagement. A player who’s immersed in content — e.g., reading dialogue, searching in a hidden object scene — often reduces their blink rate. Focus time, therefore, becomes a proxy for content-driven concentration.



Application in Testing

Not all games — or genres — are designed around rapid dopamine loops of action and reaction.

Certain genres (like hidden object games or puzzles) and gameplay elements (such as character dialogues or tutorials) are intentionally built to slow the player down and deepen focus at specific moments.

These deliberate pauses often act as emotional springboards: sustained concentration during a tense puzzle may lead to a spike in arousal when a last-second win or plot twist lands.

By combining focus tracking with arousal analysis, we examine both the reflective and reactive sides of player experience, revealing not just what draws attention but also what drives motivation.


Example Use Case

In a hidden object level during a first-time user experience, players explore without a timer. One player found the first few items quickly — within 20 seconds. The last item, however, took them 17 seconds to locate.

During the initial phase of this search, both focus and arousal increased, indicating strong engagement and motivation to win. But after the 5-second mark, arousal began to steadily drop — the level started to feel more difficult.

Despite high concentration, the experience was shifting from “exciting challenge” to “frustrating search.”

By 17 seconds, focus also declined — the player lost visual persistence and eventually used a booster.

This behavior is valuable — boosters drive monetization — but it also flags a friction point: during early gameplay, long searches can turn enthusiasm into churn risk.

Designers can intervene before focus starts to fall, using gentle nudges like progressive hints, subtle booster prompts, or contextual guidance — helping preserve engagement and drive conversion.


Reporting the Metric

In client reports, we convert raw focus data into a simple, intuitive format — a normalized score ranging from 0 to 1.

This focus index helps quickly interpret player behavior at each step of the gameplay and identify moments of high engagement or potential drop-off.

A score of 0.88 suggests the player spent significantly more time in a focused state vs. distracted.

Currently, the focus is used as a contextual metric — a tool for analysts to explain behaviors, not a primary optimization metric. Understanding focus and emotional response helps uncover not just what players do, but why they do it.

It gives developers an additional lens to interpret friction, engagement, or hesitation during key moments.

This perspective is especially useful when working with complex genres or layered gameplay that isn’t driven by immediate feedback loops.

Introducing Sensemitter Platform — AI-powered automation for gaming content testing

As we've grown, so has the creativity of our customers. We started by testing players’ emotional responses to gameplay and ad creatives, helping our customers understand their audience — what they liked, what they didn’t, and most importantly, why. From a gameplay perspective, we began with FTUE tests (first play session analysis) and creative ad testing, where we highlighted emotional engagement levels during ad views and pinpointed the elements that failed to sustain that engagement.

As our methodology advanced, our clients’ needs became more sophisticated. And while our customers love what Sensemitter can do, they’ve shown us they want to achieve even more. For example, we can now analyze the entire funnel, from ad views on specific platforms to ASO, and combine it with first play session insights. These tests demand creativity even at the design stage, requiring human ingenuity that no AI can fully replicate. That’s why we decided to automate standard playtesting and ad creative testing.

Starting today, you can log in to the Sensemitter Platform and measure emotional engagement with your gaming content. Over 73% of our customers are thrilled with Sensemitter insights, returning to request more complex tests. And to celebrate, we’re offering all new clients a 20% discount.

While standard FTUE and ad creative bundle testing has been a cornerstone of Sensemitter, one of the most frequent requests from our customers has been the ability to evaluate complex UX funnels. They seek answers to nuanced behavioral questions, such as how the character featured in an ad influences install rates when the store page design differs, or whether there’s a measurable correlation between video content and playable ads in a set that boosts click-through and install rates.

Today, we’re delivering: you can now use the Sensemitter Platform on your own or collaborate with our team for more advanced testing needs.

Sensemitter Platform: Your AI-powered research & playtesting hub

We gave select returning customers early access to the platform, and here’s what they loved:

"Creating games and creatives is a complex and time-consuming process that often relies on intuition and guesses about players' feelings and emotions. Sensemitter changes the game, enabling us to measure and understand what was previously out of reach – people’s emotional reactions.

We are launching the Sensemitter platform that simplifies access to emotion analytics. In just a few minutes, users can set up a test for their creatives or games, run it, and gain valuable insights.

Sensemitter is excited to be pioneering this for existing customers, including Wargaming, Innogames, Nexters, Wooga, and Pixonic” — Irina Barsukova, COO of Sensemitter.

Goodbye, manual testing?

We’re in the soft launch phase of the Sensemitter Platform. For now, the most popular tests are fully automated. Check out the chart below to see what you can test through the platform and which more complex tests require collaboration with the Sensemitter team.

We’re enabling holistic, accurate, and fast research on gaming content without SDK or technical integration, making Sensemitter a go-to knowledge hub for developers.

Visit our website to sign up for early access or request a demo

How Royal Match became a billion-dollar success

A year of milestones and innovation

May

Focused on game development 
This shift allowed us to dive deep into the market's specifics and needs, thus providing a ground for all the positive methodological changes that followed. After testing gaming content, it’s clear that our tech was made for games!


June

Launched R&D with top clients
Curious clients pushed us to innovate, asking for tests beyond standard processes — like evaluating how playable ads after video content impact install rates. These insights became the foundation for refining and improving our methodologies.


July

Enhanced arousal, our key metric
We identified and confirmed the correlation between creative performance metrics and audience emotional arousal patterns.

Revamped ASO analysis
We tripled the testing speed and enriched our reports with a comprehensive set of valuable metrics.


August

Boosted heatmap accuracy by 78%
Heatmaps reveal where viewers focus their attention during emotional moments. With this significant improvement, we’re proud to say our solution is now among the best on the market!

Redefined playtesting methodology with emotional response data
Our game analysis methodology now provides a valid assessment of both unconscious emotional reactions and conscious player perceptions. This dual approach ensures objective insights that are truly valuable for game developers.


September

Testing for playable ads is available
Playable ads are one of the popular formats for mobile game advertising today. We’ve developed a specialized methodology to test and optimize their performance.

Introduced the Valence metric
Valence, which reflects the positive or negative direction of emotions, is now part of our analysis. This powerful metric enhances the insights we provide to our partners, making them even more detailed.


October

Developed a methodology for testing creative funnels
We created a comprehensive testing approach for creative funnels, covering the entire journey: game → video/playable → end card → store. This enables us to analyze the consumer’s ad experience in conditions similar to real ad networks, identifying potential conversion points and drop-off areas.


November

Introduced the Attention metric
Another breakthrough in our methodology! This metric enables valid evaluation of hook effectiveness, focusing not just on audience arousal but also on sustained attention, providing deeper insights into content engagement.


December

Soft-launched the Sensemitter Platform
Starting next year, users will be able to independently set up creative or game tests, launch them, and gain valuable insights — all in one seamless platform.


Looking Ahead

2024 has been a year of progress, innovation, and transformation. As we gear up for 2025, we’re excited to further enhance our technology, introduce more advanced testing capabilities, helping our partners create gaming experiences that truly resonate with the players worldwide. 

Contact us to explore the new ways of content analysis.

Games and psychology: What players seek from their first session

Most developers know how to study best practices from competitors and top-grossing games, but simply copying successful mechanics doesn’t always work. Game analytics tools often can’t answer the key question of why players behave a certain way. By turning to neuroscience and behavioral psychology, developers can gain a deeper understanding of players and their needs. This goes beyond just creating player profiles or segmenting the audience by behavior patterns.

In this article, Bogdan Baranovskiy, a specialist in UX research and psychology, explores the psychological and neurobiological factors behind player motivation and how first impressions impact long-term engagement. His insights are based on our observations from testing conducted over the past six months.

Why do people play games?

There are numerous theories and studies on player motivations. If you’re interested in understanding which players are likely to play your games, Nick Yee's research over the past decade is an excellent resource. However, we aim to take a closer, more focused look at the First-Time User Experience — ranging from the first few minutes to several hours of gameplay, depending on whether the game is casual or core.

Several psychological theories can help us understand early player interactions, especially before players fully discover action-oriented game features. Let’s focus on two of the most useful motivation theories, in my view, due to their broad psychological principles that exist both in real life and in games.

Intrinsic vs. extrinsic motivation

Intrinsic motivation is an internal drive fueled by personal interest, curiosity, or the satisfaction of completing a task. For example, a person might read a book simply because they enjoy learning.

Extrinsic motivation, in contrast, is driven by external rewards or pressures. People engage in activities to gain rewards or avoid negative outcomes. For example, someone might study to earn good grades or to avoid failing a course.

Motivation theories - intrinsic vs. extrinsic

Both types of motivation can engage a person, but extrinsic motivation should not be emphasized in the first-time experience and should generally play a limited role throughout gameplay. Why?

Due to the “overjustification effect”, where overreliance on external rewards can undermine intrinsic motivation. For example, someone who writes for personal enjoyment may lose interest if they start receiving monetary rewards or excessive praise. The activity shifts from being personally fulfilling to meeting external expectations, reducing their internal drive. While this can be sustainable for those who earn a living through their activity, regular players aren’t being paid to play. Losing interest will simply lead to player drop-off — which brings us to an important point.

Players often engage with a game because it’s genuinely enjoyable, not just for external rewards. Early interactions should offer a sense of fun, exploration, and curiosity to tap into this intrinsic motivation.

Self-Determination Theory (SDT)

Based on the Self-Determination Theory (SDT), which is a psychological framework that explains human motivation by focusing on three fundamental needs, players are looking for:

So why do players play games?
To have fun and experience the emotions that arise when their needs for autonomy, competence, and relatedness are met, fueling their internal drive to engage and enjoy the game.

The role of arousal in an early stage of game engagement

How can we ensure we create an immersive, breathtaking experience that aligns with players' needs and supports intrinsic motivation?

In the past, understanding player reactions and engagement could only be done through methods like questionnaires, Q&A sessions, or interviews that took place after players finished the game. While these methods provided some insights, they had a major drawback: without real-time evaluation, the data often lost accuracy. Players might forget specific details or their emotional responses might change, making it harder to get a true picture of their in-game experience.

While there are some effective measurement methods available, they’re still quite complex for evaluating the game experience as a whole.

The good news is that modern technology offers a new approach. By using emotion recognition technologies to measure arousal and Central Nervous System activation, we can gather per-second data on player engagement — and no questionnaires needed.

That is what we do at Sensemitter, where we came up with a single metric, giving it a simple and straightforward name — arousal.

Arousal trends in gaming

What is the arousal? In psychological terms, it is a state of alertness and engagement with stimuli. 

Arousal is the level of emotional engagement of the audience during interaction with content. Players' arousal is vital for immersion, gauging how effectively it captivates and sustains players' attention.

This state has physiological markers, such as pupil size, heart rate, and facial expressions, which indicate the level of engagement with the game. Essentially, it reflects the game’s ability to impact players’ emotions and capture their attention during gameplay.

If arousal shows a rising trend, it indicates that the game is successfully capturing players’ interest and supporting the desire to keep playing.

Otherwise, if the arousal trend decreases, it indicates that players are losing interest and may soon leave the game or event. That can sound like a magical metric but we don’t share plain theory, all further information is gathered from games of different genres and can be implemented from hyper-casual to hardcore games.

Here are a few important points to note about an arousal level:

What factors in games raise arousal levels?

While this list isn’t complete, our key observations across various games and genres align closely with the psychological theories we discussed earlier.

Key elements for risisng arousal 

Challenge and Competition:

Learning new mechanics:

Novelty and Exploration:

Social Interaction:

Narrative and Emotions:

The Power of First Impressions

Successful games that hook players from the very first session achieve this not by simply replicating popular mechanics but by tapping into the psychological and neurobiological aspects that drive player motivation. By understanding intrinsic motivation and addressing the needs for autonomy, competence, and relatedness, developers can significantly influence how players perceive and engage with their game.

First impressions and retention

At its core, people choose to play games to experience specific emotions and fulfill personal desires, not just to pass the time. Focusing on elements that elevate arousal — introducing meaningful challenges, offering opportunities for learning, providing novelty and exploration, fostering social interactions, and crafting compelling narratives — helps tap into the fundamental reasons players stay engaged. It is important to remember that maintaining a growing trend in arousal is essential, and it’s a key to retaining players — once arousal is lost, it’s much harder to regain.

At Sensemitter, we are actively exploring new ways to help developers understand and enhance player engagement through innovative technologies. Here, you will find our massive study on the mobile hit Royal Match, where the insights discussed in this article and demonstrate how a science-backed approach can elevate game design and retention over the long term.

Want to learn more about how Sensemitter can improve your game? Contact us via this link.

How Royal Match redefined success without breaking trust

We recently published extensive research on the mobile hit Royal Match developed by Dream Games. With over 300 million downloads and $3 billion in revenue, according to AppMagic, it's redefining what's possible in the match-3 genre.

These amazing results inspired us to conduct full-scale research on how advanced emotion recognition technology combined with player behavior analysis works. Observing emotional responses and engagement metrics of new and experienced players alike helped us to identify the key elements that make Royal Match resonate with its audience.

In this article, we share our key findings from the study. The full analysis can be found by following the link.

Firstly, about our research

Our research team conducted an in-depth analysis of Royal Match’s design, gameplay, and player engagement. The study included a diverse group of participants divided into two categories: experienced players who had played the game for more than two months and new players who were familiar with competitors like Candy Crush or Gardenscapes but had never played Royal Match before.

All players were given a 20-minute free play session. During this time, the moderators didn't ask any questions to ensure that the players' reactions were picked up naturally. Questions might influence or even make the player hesitate to do something. Experienced players started where they had stopped, while new players began anew. Our emotional recognition technology tracked players' emotions in real time, capturing moments of excitement, frustration, and satisfaction. Afterward, players responded to specially designed questions based on our hypotheses and gave elaborative feedback about their experiences of what worked for them and what did not.

This careful mix of emotional analysis and personal insights has given the researchers a complete picture of what makes Royal Match so engaging.

In addition to emotion recognition, Sensemitter tracks gaze direction to create heatmaps

How does a new player feel playing the game?

When it comes to attracting new players, Royal Match excels in creating a welcoming and intuitive environment. While most mobile games start with heavy tutorials and aggressive advertisements, Royal Match uses much softer, inviting approaches: for instance, the gradual introduction of its mechanics so that players learn by playing rather than from an overdose of instructions.

Castle-Building Meta-Game: New players are particularly drawn to the castle-building feature, where they can decorate their castle using stars earned from levels. This provides immediate progress and visual satisfaction, blending gameplay with a rewarding sense of achievement during the first 20 minutes of gameplay.

Polished Design and Visual Appeal: The graphics of the game are full of color, animations are smooth, power-up effects are pleasing on the ears, which collectively create an emotionally captivating effect. The pacing — shifting between easy and challenging levels again — keeps the pace moderate and appealing for beginners.

“King’s Nightmare” Levels: These time-sensitive puzzles and unique mechanics, widely promoted through advertising, have become a hallmark of the game. Players appreciate seeing these recognizable elements directly in the gameplay, and many new users cite them as a favorite feature that sets Royal Match apart from its competitors.

Combined with these features, Royal Match ensures new players feel welcome and motivated to keep playing, offering a unique combination of accessibility, excitement, and satisfaction.

What new players like in Royal Match

What keeps experienced players hooked?

Meanwhile, for those who have been playing Royal Match for longer, the game provides a more complex strategic experience. Regulars are very often coming back to build up their progress, lured by the interaction of the game's meta and by bonuses that grow in quantity if all daily challenges are completed.

Engaging Challenges: Different types of challenges attract and retain experienced players. First, there are leaderboards that introduce some competition, enabling users to rise through the ranks, satisfying their competitive urges. Besides, the game alternates between difficult and easy levels, thus balancing activity and rest.

Reward System: Generous rewards are in-game currency, power-ups, and bonuses. It is important in keeping players interested in the game. With consistent valuation of the players' time and effort, Royal Match builds a positive association and motivates players to continue their journey.

Strategic Gameplay: Advanced strategies like optimizing power-ups or beating the more challenging "King's Nightmare" levels add depth to the experience. Some players mentioned that certain levels may get repetitive, yet the variety in gameplay generally keeps them invested.

What experienced players like in Royal Match

The balance between challenge and relaxation

Royal Match stands out by balancing relaxation and challenge, keeping players engaged for a long time. Easy levels, with simple goals and calming visuals, offer a stress-free start for new players. At the same time, hard levels are introduced gradually as players progress.

The game goes from easy to hard and back again, almost in rhythm, so that the interest is maintained without the monotony. The hard levels provide an emotional high when accomplished, while the easier ones allow the player to take a breather and rebuild confidence. On higher difficulty levels, the challenge is even greater with multiple tasks to be performed in each level, with added obstacles like locked tiles or restricted moves. These elements demand greater strategy and focus, resulting in heightened player involvement during gameplay.

Moreover, special "King's Nightmare" levels introduce new mechanics and serve as milestones that test the player's skills and keep the excitement high. The ability to skip these stages gives players more flexibility and further enhances satisfaction and trust in the game.

By smoothly mixing these elements, the game appeals to a wide audience and keeps them coming back for more.

Study graphs showing different degrees of arousal

Non-standard approach to monetization

Unlike many of its competitors, Royal Match takes a player-friendly approach to monetization. The game avoids intrusive ads and doesn’t force players to make purchases to progress.
Here are the key points:

Balanced Monetization System: In Royal Match, in-game purchases are more like optional tools rather than a necessity. Players can buy extra moves or resources when stuck on a level, but they never feel pressured to do so regularly.

Generosity First: The game provides plenty of boosters, rewards, and in-game currency through chests, events, and tournaments. This ensures players rarely feel the need to make purchases, and when they do, it’s viewed positively due to the game’s initial generosity.

One Step to Victory: When players fail levels, they can often see exactly what move or moves would lead to victory if they buy more. That not only creates a signal for high winning chances inside the brain but also triggers similar dopamine release as winning, rising the arousal and pushing players to act — buy more moves. Actually, the value and the enjoyment of wining after such a close loss is much higher.

Limited-Time Events: Special time-limited events motivate experienced players to complete them before they expire. These events can be challenging, prompting players to purchase additional boosters, lives, in-game currency, or bundled special offers to avoid losing progress.

No Early Purchase Offers: New players are not bombarded by purchase prompts. This helps build trust and avoid frustration with the game. The game grooms the experience positively until spending options are introduced to the user.

Streaks and Leadership: Win streaks and leaderboards maintain intrinsic motivation. Players can keep their winning streaks running and move up the charts, so optional purchases appear rewarding but are not mandatory.

This approach builds a positive relationship between players and monetization, ensuring long-term loyalty.

Match-3 but not only

Beyond core gameplay, Royal Match keeps players busy with its castle-building meta-game. For new players, it is easy and satisfying to follow progress by decorating the castle. For experienced players, events and tournaments connected to the meta-game give them an opportunity to get exclusive rewards and add depth to the experience.

However, our research also highlighted areas for improvement and uncovered potential issues. Explore the full study for all the details!

Lessons for Game Developers

The story of Royal Match has some important lessons for game developers. First and foremost, it is a tale of respect for players' time and money. By avoiding ads and heavy-handed monetization, the game has built up a level of trust that many competitors lack.

Additionally, balancing relaxation with challenge is key to sustaining engagement. The game’s ability to cater to different player motivations ensures broad appeal and long-term success. Finally, delivering on promises — whether through gameplay features or advertising — creates a loyal and satisfied audience. 

If you’re looking to learn more, the full Sensemitter report offers a deep dive into the secrets behind Royal Match’s success.

Want to learn more about how Sensemitter can improve your game? Contact us via this link.

Seasonal UA campaigns: best practices & creative testing

Creatives: the same old performers or seasonal visuals?

The first question to ask is: how do seasonal campaigns differ from regular ones? At first glance, it seems like the same process: you brainstorm an ad, check out competitors, create adsets, make a campaign, and that’s it. But it’s a bit more complex.

In terms of production, seasonal creatives aren’t much different. It’s the same process: idea generation, adapting successful formats, and regular testing. However, there’s one detail — holidays offer more freedom for experimenting with characters and atmosphere. Christmas and New Year, for example, allow you to play on viewers’ emotions, creating a warmer and more positive atmosphere.

Top performers always work, even during holidays

It often happens that top-performing creatives outperform specially prepared holiday ads during regular times.

The popularity of top performers can be attributed to the fact that they are already “warmed up” by ad networks and tested over time. Sure, you can create new Halloween-themed creatives every year, but what if an old Christmas ad still works? Marketing leaders sometimes say, “It’s like throwing away a Christmas tree — seems like it’s time, but it’s hard to do when it still looks great.”

Tip: Don’t be afraid to reuse successful creatives from the previous year. Include them in your new campaign with minor updates — it can save time and money.

When is it time to refresh creatives?

Any UA manager will tell you their daily job is micro-monitoring metrics and rotating creatives. This is the backbone of any campaign. Every day, you need to check what works, what doesn’t, where to boost performance, and when to switch off a creative that has stopped delivering results. This isn’t limited to seasonal campaigns — it’s a constant routine.

Creatives can start to “die” just a couple of weeks after launch, but that doesn’t mean they’re immediately useless. Some top-performing ads can run successfully for years. There are even examples of creatives delivering results for five years straight without losing their effectiveness. But, unfortunately, there are opposite cases where an ad quickly loses its magic and stops performing, even after two or three iterations.

Tip: Test creatives in small batches (3-6 creatives) to avoid overwhelming ad networks and to get more accurate results. Be ready to quickly replace creatives that start losing their effectiveness.

Planning seasonal campaigns is an art of balance. If you have a top-performing creative that consistently works, it’s tempting to keep it running and not invest in something new. But over time, all creatives can “burn out.” Ad network algorithms change, and no one can predict when a creative will stop performing. That’s why it’s crucial to continuously refresh creatives and test new ideas.

Our team’s experience shows that a good creative “takes off” immediately and across all key networks. If an ad performs well on one platform, there’s a high chance it will deliver results on others. This is the sign of a true top performer.

Tip: If you notice a top creative’s performance declining, try re-uploading it with minor changes — such as adjusting the opening frames. This can retrain algorithms and restore its effectiveness.

How much to spend on testing?

One of the main questions is how much money to allocate for creative testing. Every new idea requires investment, and the results don’t always meet expectations. On average, companies set aside specific budgets for tests, knowing that for every top performer, there are several failures. But that’s normal. Without testing, a company will stagnate, and eventually, all creatives will stop delivering results.

Tip: Aim for 75-100 installs per creative to gather statistically significant data. This will help you determine which creative to scale and which to turn off.

When to integrate Sensemitter for ad creatives analysis

By analyzing players' emotions with Sensemitter’s eye tracking and facial coding technologies, we provide valuable insights that can help you increas conversion rate into instal and click-trough rates. But in order not to brake an established workflows within user acquisition departments, with all our clients we usually discuss when it’s teh most effective to integrate us. 

1. During the creative brainstorming phase: to support ideation with data. We provide additional data and analysis to back up your creative brainstorming, enabling your team to make more informed decisions and generate ideas based on evidence.

2. Before adding new creatives to existing campaigns: we streamline ad testing by evaluating creative concepts in batches, reducing guesswork, and enabling data-driven iterations instead of relying solely on trial and error. This way, you’ll identify the most effective version before A/B testing with traffic.

3. When you need to optimize underperforming creatives or campaigns: If a creative is nearly hitting the mark, we help pinpoint areas for improvement, turning a “good” creative into a top performer without starting from scratch. 4. Anytime you need the knowledge to build a best-practices playbook: Over time, we help build a library of best practices and insights tailored to your games and audience, allowing your team to learn from previous experiences and apply those insights to future projects.

Seasonal campaigns are a great opportunity for experimentation. Although top-performing creatives might outperform new themed ones, don’t hesitate to try new things. It’s important to remember that the market and audience are constantly changing, and what worked yesterday might not deliver the same results tomorrow.

Breakdown of fun and how it works in mobile games

As a game developer, whether you aim to create immersive gameplay, improve key product metrics, or maximize revenue, player satisfaction is essential for success. When players have fun and enjoy your game, it drives engagement and benefits everyone involved.

Today’s mobile game market is oversaturated, with every successful idea quickly copied, making it challenging to stand out. Achieving top success is no longer about luck; it’s the outcome of focused effort, thorough research, and data-driven strategies.

Many companies rely exclusively on product analytics, which only measure a feature’s performance after it’s launched. This approach to testing ideas can be slow and expensive. While analytics tools show how game metrics change after an update, they don’t reveal why users respond positively or negatively to a feature or provide insights on how to enhance it.

With this in mind, we developed a method to test any game content before implementation. This approach combines neuroscience with behavioral and emotional analysis, turning these insights into metrics that align closely with player engagement.

We adapted our emotion recognition methodology, originally designed for retail, to suit the unique demands of mobile game development. With these insights, developers can accurately analyze and refine the player experience to maintain high engagement. Here’s how we make it happen.

Understanding core metrics of emotional engagement

What does “fun” really mean?

When we analyzed an Overwatch-like mobile shooter, one of our respondents had their character hit by a train during a game session, resulting in a loss of match. Technically, this could be seen as a failure, right? However, the player was so excited by this unexpected interaction with the level design that their arousal spiked. Rather than feeling discouraged, they became more motivated to overcome the loss. Even though the situation was negative, what matters the most is that arousal increased. It shows that something was out there. This approach is used in Souls-like games, where players may feel frustration from challenges, but what matters most is that they are emotionally engaged. 

To visualize emotional engagement, there is one key metric: arousal. Many of you can giggle at the name of that metric because it’s often being used in different contexts, but for scientists and researchers “arousal” is a valid and widely recognised term.

Arousal shows the level of emotional engagement of the audience during interaction with content, regardless of reaction polarity (positive/negative). Players' arousal is vital for immersion, gauging how effectively it captivates and sustains players' attention. And it directly correlates with retention.

Every game designer is familiar with this chart. It illustrates the balance between a player’s skill level and the challenge the game presents, representing the "ideal" flow of player progression. Now, compare it with the chart below, which shows what a successful game might look like based on our tests. While arousal can and should fluctuate, the overall trend needs to remain positive.

How it works?

We use the combination of three neural networks and the brainpower of human researchers to make it work. The first neural network assesses an individual’s emotional baseline and monitors changes in trackable emotions. It uses a neurophysiological scientific framework to transform emotional responses into arousal. Another neural network focuses on tracking gaze direction, while the third one aggregates second-by-second data into a report that humans can read.

Paul Ekman’s emotions classification serves as the basis for our arousal model development. We track seven emotions and convert them into one simple yet indicative metric: arousal.

As previously mentioned, the polarity of emotions is not a concern for us. Whether we manage to frighten or delight the player, the key is that we've captured their attention and kept them engaged. Every emotional response is valuable as long as it's not caused by a critical interface bug that makes the player lose progress.

Tracking these emotional reactions provides us with clear and objective data about players' perceptions, which we wouldn’t be able to obtain through participant answers or surveys alone.

It looks like we've successfully captured shifts in players' emotional responses. But how do we ensure the data we collect is reliable? The way we structure research plays a key role. We don't set specific goals but instead let players explore the game freely, measuring how they feel about your product. Our analysts then cross-check survey data for any meaningful correlations. Unlike traditional playtests, we don't heavily rely on questionnaires, as responses can be influenced by what participants think we want to hear. Emotions, however, don’t lie. In our methodology, we filter out emotional fraud - such as blinks or talking moments - to ensure the emotional response data is clean and reliable.


Hack game design

When we analyzed the first play session (FTUE) of an action shooter game, the test revealed an issue with the timing of introducing the battle pass. It was presented after the player had already received their first reward, which caused confusion. The player did not understand how the battle pass system worked, as its introduction did not coincide with the reward's context or explanation. While these tweaks might seem obvious, they can easily be overlooked due to a simple but crucial fact: games are made by people, and making games is hard.

Emotion tracking opens up many new possibilities. It allows us to understand why tutorial conversions fail, which competitor mechanics are more appealing, and which elements in the first play session engage users to stay. With these insights, we provide the opportunity to consciously shape the player experience.

Want to learn more about how Sensemitter can improve your game? Contact us via this link.

How we convert emotions into metrics

For this reason, we conduct non-ordinary playtests and ad creative tests. The problem of any questionnaire is, participants’ observations are filtered through their subjectivity, and we can’t access their experience directly. Were they angry at the train hitting the character, or were they aroused by it? Were they sad reading the dialogue, or were they aggravated? It’s hard to answer these questions yourself, and we don’t expect study participants to have this level of self-awareness.

The subjectivity of answers сomplicates turning them into actionable data. Moreover, it’s harder to connect them to metrics. That’s why we aim to scientifically break down players' experiences using AI neurobiological tools and behavioral research methodology. This way, we leave no room for guessing and connect all dots between emotional perception and metrics.

In this article, we’ll explain how we utilize the power of AI and who will benefit from our services.

How we Track Emotional Responses

We utilize quantitative and qualitative research methods. Quantitative research includes a huge number of participants. It’s required if you’ve already got hypotheses to check on a statistically significant audience. This method is used mostly in ad creatives analyses. 

Qualitative research, on the other hand, doesn’t provide big numbers, but it digs deeper into players' perceptions. Our researchers ask participants a wide range of questions, gathering not only their emotional responses on core mechanics and meta, but also feedback on interface usability. It’s needed to form hypotheses and is mostly used in playtests. 

Now let’s move to the research itself. Everything starts as usual: we record user interaction with the object of study and then ask a series of questions. 

Then, the magic happens. Apart from playtests, we armed ourselves with two powerful neurobiological AI research tools: 

Each tool follows its purpose. Eye-tracking lets us create heatmaps that follow where users are looking, defining their points of attention. Heatmaps are used in ad creatives & ASO analysis, where it’s important to ensure that players pay attention to certain details and are not disturbed by flickering popups.

How

Facial coding is the most powerful tool in our arsenal. It tracks emotional responses, showing us where players' attention weakens or sharpens, which enriches our analyses with valuable insights.

Are players intrigued by the new mechanic or simply unable to understand the flow? Are prizes in Battle Pass appealing enough to join the run? Are players engaged enough to buy a bundle on this stage of the game? Answers to these questions can be found in this research. Let’s dig a little deeper.

What Exactly do we Track, and How to Convert it to Relevant Metrics

In a nutshell, facial coding works like this: we observe how players perceive the object of study during an interaction, collect the participants' data, and build an arousal curve. Arousal is the level of emotional engagement of the audience during interaction with content. 

Let’s split the process stage by stage.

First, we measure a regular player’s facial expression to find its neutral state. Then we analyze their reaction throughout their interaction with the object of study with face-scanning AI.

We recognize seven emotions: neutral, happy, surprise, anger, sad, fear, and disgust. Just like in "Inside Out." 

What

These emotions we distill into the most important engagement indicators. Polarity of emotions isn’t of concern to us. Whether we managed to scare the player or please them, we hooked them on something; we kept their attention. As long as it’s engaging, every emotional response is good (if it wasn’t caused by a critical bug in interface making a player lose their progress).

Take Fall Guys' success, for instance. There are many frustrating moments out of players' control. Nevertheless, it hooks you on emotional contrast, drawing you into their core loop.

Base on highest peaks of those indicators we build an arousal curve. It helps to measure general level and distribution of engagement at different stages of interaction. When it drops lower than needed or rise extremely high, we examine the in-game reasons behind it and provide recommendations based on our observations.

Emotion tracking opens us up to many possibilities. Not only can we tell exactly how engaged they were during each second of interaction, but we can also tell whether they were frustrated, surprised, angry, or intrigued. For example, we examined LiveOps, in which a character was ultimately hit by a train. It seems like it should have aggravated players. But our data showed us that they were actually aroused by it, leaving no room for guessing.

How you can Benefit from Sensemitter

Our study provides us with clear, unambiguous data on players’ perceptions, which we wouldn’t be able to retrieve through participants’ answers. We can tell why conversion from tutorial fails, which game mechanic is more appealing, and which hooks in a first-play session engage players to stay. We can compare your mechanic with similar from your competitors and tell where exactly to look to improve its performance. And it’s only a tiny part of insights you might get.

Here we listed just several ways to utilize our service:

Eye tracking reports allow app publishers to find hotspots that lead to better engagement. With the help of heatmaps, developers can simplify navigation, choose the most appealing placement for products in the in-app shop, etc. Moreover, eye tracking paired with emotional feedback can tell publishers if their monetization strategy is clear and appealing.

If you're thinking about how our tests can be applied to your products, let us know. We can demonstrate how our technology works, discuss which types of tests will bring you the best results, and devise a test plan to concentrate on the most important metrics.