This is fascinating. The application of scientific principles to game design is...beautiful.
Of course there is something that is worth pointing out: People are wondering to themselves why Dead Space 2 got so high, when it really isn't that scary. Well, remember that they were measuring physical responses to the game: Really, this is measuring moments of shock, being startled, that sort of thing, not the deep, rising dread of a scarier game like Amnesia. I think this is an excellent way to look at tension building, shock, and frustration versus fear, and shows the strengths of Dead Space in particular, as a startling action game. This could be excellent data for making a startle-filled action game like Dead Space, and could give a little insight into making a game that is properly scary.