Barrett, The Honors College Thesis/Creative Project Collection
Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.
Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.
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- All Subjects: sports
- Creators: Department of Information Systems
Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage include the crowd, facility familiarity, and travel. In the English Premier League, there are no fans allowed at any of the games; furthermore, in the NBA, a bubble was created at one neutral venue with no fans in attendance. Even with the NBA being at a neutral site, there was still a “home team” at every game. The sports betting industry struggled due to failing to shift betting lines in accordance with this decreased home advantage. With these leagues removing some of the factors that are frequently associated with home advantage, analysts are able to better see what the results would be of removing these variables. The purpose of this research is to determine if these adjustments made due to COVID had an impact on the home advantage in different leagues around the world, and if they did, to what extent. Individual game data from the past 10 seasons were used for analysis of both the NBA and the Premier League. The results show that there is a significant difference in win percentage between prior seasons and seasons behind closed doors. In addition to win percentage, many other game statistics see a significant shift as well. Overall, the significance of being the home team disappears in games following the COVID-19 break.
This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally-friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.
This creative project outlines the steps taken to successfully plan and host a fundraising event at Arizona State University. In my case, this more specifically dealt with organizing a dodgeball tournament between two friendly rivals: police officers and firefighters in the city of Phoenix. All proceeds raised from this fundraising dodgeball tournament were donated back to first responders working in the city of Phoenix.
Sports analytics refers to the implementation of data science and analytics techniques within the sports industry. Several sports analysts and team managers have utilized analytical tools to boost overall team and player performance, often through the analysis of historical data. One of the most common techniques employed in sports analytics is that of data mining–the extensive practice of analyzing data in order to extract and deliver insights and findings. Data mining projects are frequently guided with the six-step Cross Industry Standard Process for Data Mining (CRISP-DM) framework. One such sport that has extensively used data science and analytics, and data mining specifically, is that of Formula One (F1). Given the sports’ reliance on technology, race engineers working for F1 constructors often develop statistical models analyzing historical race performance to derive insight of drivers’ success. For the purposes of this project, the perspective of a race engineer working for the F1 constructor McLaren was considered. As the constructor is seeking to gain a competitive advantage for the upcoming F1 season, race performance data concerning previous seasons was collected and analyzed as part of a larger data mining project utilizing the CRISP-DM framework. Statistical models, such as linear regression and random forest, were developed to predict the number of points scored by McLaren racers and the variables most strongly contributed to such scored points. The final results point to specific lap times having to be aimed for as the most important variable in determining the number of points gained, although specific locations also seem prone to McLaren race success. These results in turn will be utilized to develop race strategies for the upcoming season to ensure McLaren has high efficiency against its competitors.
The goal of my thesis is to discover what fans, specifically students, want to see at the games and what different marketing efforts will encourage them to attend these games more frequently. I will also be analyzing what different factors of the game impact attendance the most to minimize these obstacles for consumers. I look at past research and trends when it comes to attendance, determining which factors and attributes of the game influence the students the most. Students are a portion of the target audience for the Diamondbacks which is the audience I will be focusing on. I conduct research to find the overall interest in sports and find out what influences students to attend games. The student ticket program with the Arizona Diamondbacks is available to all students over the age of 18, and I will find out how knowledgeable students are about this program along with their level of interest. I will then determine what steps the Diamondbacks should take next to combat the decreasing attendance levels.