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It would be in the interest of game developers to be able to design for immersive player experiences and to verify that their design iterations have succeeded. We conducted playtest evaluations for two versions of a new mobile game in development (Foozles) and one version of a commercially available benchmark game (Angry Birds) to assess the usefulness of an established immersion questionnaire in game development. Our results on Foozles were unexpected: we measured a decrease in players' basic attention and emotional involvement between playing sessions although the intention of the developers was to improve the game.