Sensimity

A neuroscience-informed player-research company serving mobile gaming studios. Founded by Katie Mattingly (CEO) after over a decade in mobile ad tech (Adjust, AppLovin), motivated by the industry’s stark retention problem: typically ~30% of budget goes to acquisition, yet 97% of acquired players churn within the first month and only ~5% ever convert to paying.

Methodology

Sensimity combines:

  • Facial coding — automated analysis of players’ nonverbal facial reactions while playing.
  • Eye tracking — where attention lands and for how long.

Their proprietary metric is called emotional intensity — a measure of nervous-system arousal at specific game moments. Includes a valence dimension (positive vs. negative) so they can distinguish e.g. delight from frustration spikes.

The positioning vs. competing methods:

MethodAnswersCostEnvironment
A/B testing”What changed?”CheapProduction
EEG / fMRI”Why did the brain react?”ExpensiveLab only
Facial coding (Sensimity)“Where did players actually react and how strongly?”Cheap-ishRemote / scalable

Their pitch is the cheap-scalable middle path: not the depth of fMRI but enough to localize which moment in a play session produces engagement (or doesn’t), so studios can iterate on specific mechanics rather than blindly rerunning A/B tests.

What they do with the data

Per The neuroscience of rewards - how dopamine builds game addiction (video), Sensimity benchmarks emotional-intensity peaks against game subgenre and target audience, then advises studios where mechanics are under- or over-firing. Examples cited:

  • Building upgrade with no animation → no engagement spike (mechanic working but invisibly)
  • Character upgrade + animation → spike + second peak from animation amplifier
  • Hero acquisition from chest → sustained climbing engagement
  • Facebook-connect reward → reward present but underwhelming → “delivery” needs reinforcement, not the reward itself

Why they matter here

Sensimity sits at an interesting intersection: they translate the Reward prediction error / dopamine literature into operational metrics studios can act on. Their public-facing content (this webinar, an upcoming monetization study) is one of the few sources walking through real applied facial-coding case studies in shipping mobile games.

Caveats

  • Methodology details (what facial-action coding system they use, how “emotional intensity” composites are computed) are not disclosed in public talks.
  • Case-study data is presented as anonymized summaries; replication is not possible from public material.
  • The “abysmal 30-day post-event retention” claim is from a single client cohort and not a published benchmark.

Sources