Video: How Valve uses biofeedback to make better games
In this GDC 2011 talk, Valve's Mike Ambinder explores how the company is making use of biofeedback (the measurement, display, analysis modification, manipulation, and response of psychological signals) to both explore new avenues of gameplay and improve in-house playtesting processes.
Using Valve's own Portal 2, Left 4 Dead 2, and Alien Swarm as examples, Ambinder explains how the studio measured players' skin conductance response, heart rate, and eye movements to design titles that effectively toy with player's psychological limits.
It was an insightful talk that's definitely still worth watching, so developers shouldn't miss the opportunity to do so now that it's freely available on the official GDC YouTube channel!
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