Posts Tagged ‘planet calypso’

Planet Calypso to auction largest virtual property yet: Medusa’s Head islands

Monday, December 6th, 2010

Swedish developer and publisher First Company Planet has recently announced an upcoming auction of massive proportions. Well noted for their record setting virtual property sales, Planet Calypso is off to repeat history, but naturally, raising the bar in the process. This time around, Planet Calypso will see the auctioning off of the Medusa’s Head islands. The lucky winner of this auction will also receive a place in the record books for largest virtual property ever sold, and has the opportunity to reap serious financial rewards, as evidenced by previous First Company Planet real-estate purchasers. And while most gaming companies seem to be focusing on smaller and lower priced content, read:microtransactions, First Company Planet appears to be enjoying their road of revolution, specializing in the exact opposite, macrotransactions.

The Medusa’s Head Islands are the fourth of such offerings from Planet Calypso, and will be available for viewing as of tomorrow, December 7th, 2010. Bidding is open to both current Planet Calypso players, as well as those who are new to the experience. On December 13th, Planet Calypso will officially put the Medusa’s Head islands up on the auction block. There is no opening minimum bid, however, Planet Calypso is waving their normal 1% withdrawal fee for potential investors bidding $50,000.00 or more.

The virtual island chain contains 8 unique land masses, each capable of revenue generation, according to Planet Calypso. 3 main islands and 5 satellite islands make up the geographical formation, and contain 2 individual creatures, both of which are sure to be on any Calypsian hunter’s list. Additional revenue incomes can be derived from the islands’ other indigenous species, rich mineral deposits, retail, and residential assets. Making it easy for potential shoppers to reach said islands, First Company Planet is kicking in a teleportation system, however players may also reach the islands via air or boat.

If $50k or more seems like a steep price for a virtual investment, consider this: in 2005, Planet Calypso saw an asteroid containing shops, hunting, mining, and a (rather successful) nightclub sold for $635,000,000. The original purchase price was $1,000,000. That’s not a bad Return on Investment by any standard. The original $1M was recouped via various in-game fees from other players in a short 8 months, and was previously noted by Guinness World Records as the most expensive virtual item in the world. Considering that the Medusa’s Head islands contain 8 unique development opportunities, Planet Calypso is expecting some serious investment interest.

While the figures from previous Planet Calypso investments and purchases have carved out their unique slot in the gaming world, it’s important that these high numbers be taken with a grain of salt. Sure, recouping your initial investment may be achievable, based on previous virtual properties sold, however, all profitability hinges upon the First Planet Company’s whims. They could, if they so choose, close the operation tomorrow. Likewise, the popularity of said title could wane overnight, and then what? Don’t get me wrong, if there’s serious money to be made, then it is what it is; an investment. However, if we’ve learned nothing else from Zynga, it’s quite dangerous to put all your eggs in one basket, i.e. Facebook.

 

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 does it again – virtual egg sold for $70k

Tuesday, February 9th, 2010

Just over one month after The First Planet Company saw a record breaking $330,000 sale of a virtual space station, it appears as though they’ve done it again, as the company recently announced the sale of a virtual egg for a whopping $69,696.00.

62418This past Sunday, Jon “NEVERDIE” Jacobs put his virtual egg up for public auction.  The winning bid was placed by David “Deathifier” Storey.  The Atrox Queen Egg is not a new addition to the virtual economy, as NEVERDIE originally purchased the egg in 2006 for $10,000 from a player who had received it as loot from a completed quest.  However, the story of the egg doesn’t end here, as according to Planet Calypso, eggs are bound to hatch, and thousands of players are now left speculating if the outcome will be worth the high price tag.  In other words, is Deathifier set to double his investment, or, quite literally end up with egg on his face.

If Storey’s name rings a bell, you may remember that he’s the current owner of Planet Calypso virtual destination “Treasure Island” for $27,500 in 2004.  It’s reported that Storey recouped his investment within the year, and continues to reap profits from his hunting and mineral rights fees imposed upon anyone wishing to visit his property.

Likewise, NEVERDIE is no new comer to Planet Calypso, as he mortgaged his Miami home in 2005 to purchase a virtual Asteroid for $100,000.  Jacobs then went on to convert the Astroid into a nightclub, aptly named, NEVERDIE.  Jacobs’ $100k investment is currently valued at over $1 million.  Both Jacobs and Storey have been featured in the Guinness Book of World Records for their virtual world purchases.

“The sale of the Atrox Queen Egg is another example of the incredibly unique world and  economy we offer in our game. While you don’t need thousands of dollars, or even tens of dollars to play Planet Calypso, it’s sales like these that truly separate our virtual world from any other on the planet,” said Marco Behrmann, CEO of First Planet Company.   “We are introducing a new quest system soon and the epic price tag of this Egg, which was a quest treasure itself, will energize a new generation of virtual pioneers looking to make their mark.”

 

Record $330k buys Planet Calypso virtual space station

Monday, January 4th, 2010

Score another record for Sweden based virtual world developer MindArk. The First Planet Company, a part of MindArk, and creators and developers of Planet Calypso set out last year to put one of it’s biggest offerings to date up on the auction block: a fully functional (virtual) space station. The final selling price? 3.3 million PED – Project Entropia Dollars, with an exchange rate of 10:1, making the real world price a staggering $330,000.

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The winner is one ‘Buzz “Erik” Lightyear. Buzz now holds the property rights to Crystal Palace inside the Planet Calypso world. Granted, a $330k purchase for a virtual property might seem a bit steep to some, as this purchase has raised the bar substantially on private investments in virtual properties, but it’s not without precedent. Back in 2004, David Storey paid $26,500 for a virtual plot of undeveloped land in Project Entropia, while a year later Jon Jacobs dropped $100k on a Project Entropia virtual resort. And let’s not forget about Anshe Chung becoming a real life millionaire via Second Life in 2006.

2009 saw the rise of free-to-play gaming, and a multitude of monetization options. Microtransactions, virtual offers, etc., we’ve seen quite a bit of activity in the sector as of late. With this said, it’s almost a bit surprising to see Mashable author Ben Parr baffled by the sale. Yes, it’s a bit off the beaten path, but given the staggering amounts of revenue social gaming companies such as Zynga are pulling down each month, is it really so unreasonable to treat virtual properties as real world investments? Yes, there are a million and a half unforeseeable variables that could turn your virtual investment into bunk over night….but isn’t that the case with any real world investment? As a point of comparison, we hear about venture capitalists dropping massive amounts of cash into new media companies or web or app development firms. These are physical ‘real world’ investments, but they (more or less) operate on the same platform – all tied to a platform that arguably does or does not exist. With that said, given the economic climate, who’s to say that a real world investment is more concrete than a virtual one? Who’s to say the virtual investment isn’t the safer bet?

Lightyear could be poised to make a killing. Planet Calypso boasts the world’s largest virtual economy, and Buzz now has dibs on one of the biggest, and after the sale, most probably one of the most popular destinations for Planet Calypso players. Within his virtual world within a virtual world, Buzz has complete control over tax rates, what will be sold, to whom, and at what price. With an investment of this size, it’s a forgone conclusion that Lightyear probably already has a virtual world business model in place, and perhaps a team in place to capitalize on the new real estate. If Erik’s investment in Crystal Palace is a success, I wouldn’t be surprised to see a small niche crop of investors that would be willing to take the same leap. If this is the case, the ‘backburner’ secondary, or player-to-player, market could see a massive surge in popularity.

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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.”

 

MindArk launches First Planet Company to oversee Planet Calypso

Friday, January 9th, 2009

Entropia Universe virtual world platform developers MindArk have recently announced the creation of First Planet Company AB to oversee the operation, development and marketing of the MMORPG “Planet Calypso”.

Former CIO of MindArk, Marco Behrmann will take the reigns as CEO and Creative Director at First Planet Company.  He started his career with MindArk in 2002 working as a concept writer, game designer, community director and information officer (umm…when does this man sleep?).  Prior to MindArk, Behrmann worked with lifestyle magazine Codex in the role of Marketing Director, as well as Lead Designer and PR Manager at the game studio, Computer House.  Adding to his credits, Behrmann is also a co-founder of one of Sweden’s most popular tabletop role-playing game studios, Neogames AB.  If this wasn’t enough, he’s also authored over 20 books.  Again – does this man sleep?

“My vision is to supply the resources needed to allow the creative team the freedom and time to create interesting short- and long-term storylines, enhance and polish game-play, add role-playing aspects, and cater to events,” says Marco Behrmann. “My role and objective is to bring and maintain a coherency to the Planet Calypso history and storyline. We are dedicated to achieving our over-arching goal of making Planet Calypso a truly outstanding Massively Multiplayer Online Role-Playing Game.”

The appointment of Behrmann and creation of First Planet Company AB is a win-win situation for MindArk.  This new company will allow Behrmann and his team to focus solely on the development of the end-user experience for MindArk’s popular Planet Calypso MMO, while at the same time MindArk itself now has a new source of available resources that can be dedicated solely to the development of the award winning 3D online virtual universe.

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