Archive for July, 2010

New data indicates high immersion factor converts to high sales

Friday, July 2nd, 2010

As part of the ongoing cooperation and research between the world’s largest real-cash MMORPG, the First Planet Company (Planet Calypso) and Florida State University, researchers have recently proven that selling items in a virtual space can have better results that selling via traditional advertising forms; print, internet, television, etc.

FSU-sealAuthored by recent PhD graduate Rob Hooker from the College of Business at Florida State University, the study results aimed to determine how a consumer’s activity with a brand in a virtual environment may or may not influence his/her decision to purchase the brands’ offering.  Conducted during the Planet Calypso “Miss Calypso” beauty pageant, researchers found that the more immersive a virtual world/environment is, the consumers intention to purchase a product that they interact with rises accordingly.  Additionally, the study found that virtual worlds have a significant level of immersion, or “Flow.”  When measured within the studies’ parameters, researchers found that virtual worlds have a marked higher level of Flow than similar studies based on traditional advertising formats.

The collaborative research is not aimed solely at improving First Planets’ offerings, but the data will help all scientists develop a better understanding of the cognitive human state in relation to consumer behavior.  Ultimately, this knowledge will work it’s way down to the business level, providing companies with a better understanding of how to position their brand and sell in virtual environments.  An example:  The Flow that a consumer exhibits is a distinct construct or measurement that is clearly separate from the perception of the activity that said consumer is engaged in, i.e. clear goals, a lost sense of time, explicit feedback, etc.  In socially oriented activities, such as the beauty pageant used for this study, consumers may become more self-conscious of their appearance.  These higher levels of self-consciousness have a direct correlation to increased participant Flow.  It is, however, important to keep in mind that this result contradicts the previously accepted Flow Theory.  Researchers in the First Planet/Florida State University study found that Flow positively impacts brand attitudes and purchase intention within the virtual world context.

“This study was successful in demonstrating that an individual’s perceptions of an activity lead to a mental state that creates positive brand attitudes and subsequent purchase intentions.  More specifically, virtual worlds create opportunities for participants to lose track of time in enjoyable brand related activities,” said Rob Hooker.  ”This creates a mental state which contributes to a participant’s attitude about a brand.  Ultimately, this strongly influences the participant’s intention to purchase a product from that brand.  63% of participants from this study indicated that they would purchase Calypso clothing following the activity.”

 

One Quarter of all Europeans are Gamers

Thursday, July 1st, 2010

The ELSPA has recently published the results of their European gamer survey, and the results are nothing short of eye opening. For the first time, the survey included the demographic of people that occasionally play, but may not purchase games. Given this criteria, the survey found that 25.4 percent of all Europeans may be addressed as Gamers.

ELSPAVideo game playing/usage varies across Europe with France having the highest percentage of the survey definition of Gamer, with 38 percent. The lowest percentage of Gamers may be found in both Italy and Poland, with only 17 percent. Based on this data, the ELSPA estimates that there are approximately 95.2 million adult video gamers across the 18 countries covered in the survey.

Naturally, the survey found that most gamers come from the ‘Youth’ demographic. However, the 30-49 age group scored quite high in the ratings, garnering a robust 30 percent of the market. Again, while the Youth demo scored high, it’s important to remember here that the 30 percent 30-49 year old age segment are the ones with purchasing power. Also notable that while new generation consoles have significantly contributed to the overall increase of the European Gamer, more than half, 68 percent, of gamers in the top 8 countries surveyed indicate that they are Intermittent, Marginal and/or Dabbler gamers. So while we have a healthy and growing percentage of gamers, their commitment to gaming can not be seen as an “every day, every evening” style of play.

When it comes to what they’re playing on, the ELSPA survey clearly puts PC on the top of the pile. PC gaming is the main standard of 49 percent of all European gamers between the ages of 16 and 49. With a significantly less percentage, Nintendo’s Wii and Mobile Phone gaming took second and third spots with 14 percent and 10 percent, respectively.

When looking at European gamers’ secondary gaming systems/platforms, again Nintendo scores quite high with the DS, DS Lite, and DSi systems being used by 29 percent of Euro gamers. Sony’s PS2 is also continuing it’s legacy in Europe, with 25 percent of all respondents indicating they use a PS2 as “the other” gaming platform in the home.

When it comes to Online Gaming, European gamers are connected. Of those labeled “Gamer” in the survey, 71 percent of them have played in one form or another an Online game in the past 3 months. The majority , 68 percent, of European online gaming comes in the form of free online games, however 19 percent of Euro gamers play paid online games. Free gaming sites and social networking sites scored high on the list, 55 percent and 37 percent, respectively, while the “But it once, play it for free online,” format is the most popular form of paid online gaming in Europe (read: the death of subscriptions?)

So whether you’re looking at launching an IGA campaign, ramping up your free or paid online game, the ELSPA is the most comprehensive European gaming survey to date. Other topics covered in the survey include Attitudes and Motivations for Video Gaming, Video Games and the Family, Video Gamers Broader Activities and Interests, Awareness and Perceptions of PEGI, and The Socio-Demographics of Video Gaming Behavior. Grab your free copy of the ELSPA report here.