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With EEG they compared how active players were depending on what ship they use. Battleships, cruisers, destroyers, carriers. So they can see the actual boring vs active parts the players experience, with real brain data.

The methodology is limited I some ways. EEGs are sensitive to noise, it's subjective between subjects, and it cannot measure emotions, only Valence or mood. And eye trackers have calibration and accuracy issues. It's also sensitive to eye colour. It calibrates more quickly with light eye colors

Also, both hardware and software is very expensive. Then add crew and time, and it's costly. It can easily cost $15.000 a year for hardware and software rent, for example.

EEG can help with the discovery stage of the double diamond. Eye tracking and EEG are advanced tools. Classic tools like interviews and observations are still good and baseline. You have to have those. But if you can get more, then EEG adds new insights that can be helpful

Essentially it becomes particularly helpful if you need to justify a certain cost, venture, or push. (So if the choice is a very expensive choice, or a one way door choice, then it can be nice to really know for certain how players think and feel. But be very clear about what you measure!)

Can you change the first time user experience of a game 7 years after launch? Let's find out in our next talk, featuring June's Journey. A hidden object game, free to play, on mobile, it's a flagship title for Wooga

They have new content every single week for the last 7 years. It would take you 4 years to go through all content if you started playing right now. (Woah) But as always, retention is tough.

For their peers in the space, retention is going up. But for themselves, it's going down. That's bad, so let's fix it. (Also yes the Y axis marker is missing. He cannot share hard data, but the gist is clear)

For secondary research, playtests were held with the team. This is valuable, but solutions are often thought of too quickly. There is a risk of confirmation bias, and to not solve the actual underlying problems.

Example: Even a screen with two buttons can be confusing for a new player. What does a blue button mean? What is a green button? Is the left button the most important button? Even the basics are hard!

They added a hint button to help players. This reduced retention by 2.2%. Players would just hit the button all the time, and the game became a chore instead of playing an actual game and having to think.

Key takeaways: Keep it simple. User stories can save your sanity. Always include your team. Build your research process. So that when you need to apply research, you can do so right away.