Posts Tagged ‘florida state university’

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.”

 

Planet Calypso and Florida State set out to study virtual buying habits

Monday, November 23rd, 2009

Swedish developer First Planet Company (part of MindArk) – makers of the virtual world Planet Calypso recently announced that they’ve partnered with researchers at the Florida State University College of Business as well as the Stockholm School of Economics to study the far reaching implications of virtual buying preferences in MMO’s and Virtual Worlds.

CalypsoBoasting the world’s largest real money economy within an MMORPG, Planet Calypso is the perfect setting for a study that will primarily focus on determining if a player’s experience with a product in a virtual world influences their intention to purchase a products and how that experience can affect the brand – either positive or negative.

Slated to commence during the upcoming ‘Miss Calypso’ contest, the study will seek to understand how the mental state of a virtual world user influences his/her attitude toward a product, and measure the effectiveness of in-game/world placement has on either real world or virtual purchase of said item. The ultimate goal of the study will help scientists better understand the mental states of players, and how these ‘moods’ affect consumer behavior, with an obvious focus on purchasing power. Results are expected in Q1 2010.

“Despite the increasing attention that virtual worlds have seen with respect to marketing by companies, little is known about the perception of products within virtual worlds. Even less is known about how a consumer’s cognitive state resulting from an experience with a product in a virtual world may influence his or her intention to purchase a product,” said Rob Hooker, a doctoral candidate who is conducting an independent study in the College of Business at The Florida State University. “This study is the first chance to determine if people will buy products in real life that they see on avatars, and what influences them to buy those products for their own avatars as well.”