PlaySpan

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  • Security breached in PlaySpan hack, multiple games affected [Updated]

    by 
    MJ Guthrie
    MJ Guthrie
    10.10.2012

    Some MMORPGs have been affected by a security breach at PlaySpan. User IDs, encrypted passwords, and email addresses for the players of multiple unconfirmed MMOs have been compromised, according to Develop. Upon detecting the breach, PlaySpan locked all accounts and closed the PlaySpan Marketplace. The company is asking users to reset their passwords while the firm investigates the hack; it also encourages folks urges folks to reset passwords on other websites as a precaution. A PlaySpan spokesperson stated, "We sincerely apologize for any frustration or inconvenience this incident has caused our customers. We know PlaySpan's business depends on consumer trust. Security is a top priority for us, and we are redoubling our efforts to strengthen PlaySpan's overall system security." [Thanks to Chris for the tip!] [Update: We've removed EVE Online, Guild Wars, and RuneScape from the list of compromised games as they were not affected as Develop originally reported. CCP has released a statement denying that it shares customer information with PlaySpan; ArenaNet has likewise posted that it does not use PlaySpan for its games. Turbine has likewise confirmed that contrary to rumor, "Turbine game accounts are not connected to the Playspan Marketplace".]

  • Study suggests one in three gamers has purchased virtual goods

    by 
    Jef Reahard
    Jef Reahard
    08.04.2011

    Let's say you're playing an MMO with two of your mates. They could be online friends, real-world friends, or some combination of both. According to a new study conducted by PlaySpan and VGMarket, one of you has used real-world money to purchase virtual items. The research was compiled last month and samples a pool of 1,000 gamers drawn from a VGMarket database. While the one-in-three statistic is interesting in its own right, even more compelling is the evidence that suggests 57 percent of participants purchase virtual items on a monthly basis. You might think that social networking games are responsible for the lion's share of these percentages, but VGMarket's data show console games with online play accounting for 51 percent of the purchases, with social titles claiming second place at 30 percent (MMOs came in third, if you're curious). The study presents quite a number of curious factoids despite its relatively small sample size, and you can check out all the findings at the official PlaySpan website. It's also worth noting that downloading the full study requires providing PlaySpan with your personal info via a web registration form.

  • Study claims that women spend double what men do on virtual goods

    by 
    Rubi Bayer
    Rubi Bayer
    07.22.2010

    Worlds in Motion is reporting on a new survey that takes a look at purchases of virtual goods and money. PlaySpan and VGMarket surveyed just over 2,200 people between the ages of 13 and 64 regarding their purchases of virtual goods and currency. Women are the big spenders here, particularly when it comes to in-game money. They spend an average of $50 per year as opposed to the $25 a year that men spend. The gap is a bit smaller but still significant when it comes to actual in-game items. Women spend an average of $55 a year and men an average of $30. The survey covered a few other similar results, including combined spending and a different result when overall median spending was compared. The full survey is an interesting read, particularly considering the increasing popularity of microtransactions in the MMO world.

  • Runes of Magic and Playspan team up for game cards

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.17.2009

    Runes of Magic has been enjoying a nice burst of success recently, and as a free-to-play game one of the biggest things that helps it is increased visibility and access to the game's microtransaction system. So it should come has little surprise that Frogster Interactive has teamed up with PlaySpan to start moving branded game cards into 7-Eleven stores, improving both visibility and accessibility in one fell swoop. In addition, Diamonds will be purchasable at PlaySpan's online store, already a hub for several popular free-to-play game currencies. The game cards, which will come in $10 and $25 denominations, can be redeemed for in-game mounts, enhancements, and other improvements. Overall, this deal will give Runes of Magic a game card presence in over 46 thousand stores inside the US, a high visibility for a fairly young game that's pushing a still-developing business model. And it's certainly not going to hurt that you can pick up some game currency at the same time you grab a soda and one of those little taquito things for a snack on your way home from work.

  • Survey says: Nearly half of MMO gamers bought virtual stuff

    by 
    Tateru Nino
    Tateru Nino
    07.30.2009

    One of the interesting things we at Massively find about statistics and surveys is how people react to surveys and research results about games, virtual environments and MMOGs. Unexpected results automatically attract criticism of every aspect of the report and data no matter how the results were obtained, from the political leanings of the researchers, to the way the charts are drawn. On the other hand, when the results of surveys or research agree with our expectations, people rarely question the results, again, no matter how they were obtained. Therefore, we wonder what you all might make of this report, that 12% of Americans have purchased at least one virtual item in the last item within the last 12 months, and almost half (46%) of MMO gamers/virtual world users have done so within the same period. Obviously, that would include assorted free-to-play games, so-called 'freemium' games and environments, Facebook and all-sorts. The survey was commissioned by global payment solutions provider, PlaySpan. The results are only available in summary, but we're interested in your reaction. Are the results what you expect, or not? And either way, do you dispute or accept the data? [via GigaOm]

  • Majority of buyers use game "gift cards" for themselves

    by 
    Joe Blancato
    Joe Blancato
    03.23.2009

    PlaySpan, creators of the Ultimate Game Card, released findings on March 20 that nearly 80 percent of those purchasing the gift cards are using them for themselves. The UGC, which sells alongside other gift cards on store shelves, has a special code redeemable online at the company's website that can be applied toward over 200 online games. The games supported range from triple-A MMOGs to casual, browser-based games. PlaySpan's research notes that nearly 50 percent of their customers are age 14-18, and they likely purchase the cards because they're too young to have credit cards of their own. Virtual Goods News has crunched the numbers further.

  • Former SCEE exec Deering joins PlaySpan

    by 
    Jason Dobson
    Jason Dobson
    10.21.2008

    Former PlayStation Europe head, Chris Deering, has joined the advisory board for PlaySpan, a company that has nothing to do with PlayStation and everything to do with the wild world of in-game money making. Self-described as the "first publisher-sponsored in-game commerce network," PlaySpan expects to benefit for Deering's ten years behind the desk at SCEE as the company works to position itself in the lucrative virtual goods market.PlaySpan is better recognized by gamers for its subsidiary brand, PayByCash, which offers payment solutions on a variety of online titles, including Ultima Online, Everquest II and Dungeons & Dragons Online. Even so, we're fuzzy on what exactly Deering will be advising the company on, though we imagine his time will be split between coming up with imaginative ways to reach into gamers' pockets and deciding what horse to bet on in the current hardware race.

  • The ultimate game card covers every game you play

    by 
    Tateru Nino
    Tateru Nino
    08.06.2008

    PayByCash have been more and more in the news lately, especially with their recent acquisition by Arjun Metha's Playspan in-game commerce network. Despite being only in sixth grade last year (no, you read that correctly), Metha's Playspan business pulled in over six million in series-A funding last September. The acquisition of PayByCash seems to close the circle nicely on their revenue streams, as PayByCash acts as a payments broker for those without credit cards, currently servicing more than 150 games. Now those payments are going to be even easier, as PayByCash's Ultimate Game Card pre-paid cards are launching in 7-Eleven stores throughout the USA. Want to burn some time in Age of Conan's hyborean lands or delve D&D Online: Stormreach's dungeons, but don't have the credit-card to support your epic adventures? Want to give your favorite MMO gamer a gift? It looks like these colorful cards are the loot you've been looking for. One of the biggest advantages of game cards like this is that they let you pay for your MMO when you've got the cash, rather than being enslaved to the MMO operator's billing cycle. Buy them when you've got the cash free (and hey, it's a 7-Eleven! Grab some Cheetos and soda!) and redeem them when and where you need to. No word yet on whether PayByCash can do the deals to get these into stores elsewhere in the world, but if they can swing it, it will be a big deal for gamers everywhere -- especially in many countries where credit cards are quite rare.