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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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
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Description
As a medical scribe working in an Emergency Department (ED) at Banner Gateway Medical Center (BGMC), the researcher was able to identify how the work flow and satisfaction of those in the ED would decrease when there were no Physician Assistants (PA's) being utilized during specific shifts. As for other

As a medical scribe working in an Emergency Department (ED) at Banner Gateway Medical Center (BGMC), the researcher was able to identify how the work flow and satisfaction of those in the ED would decrease when there were no Physician Assistants (PA's) being utilized during specific shifts. As for other shifts where PA's were on shift and were being utilized, the work flow would drastically increase, more patients would be seen in less time and the satisfaction of the researchers co-workers would increase. This paradigm of how PA's are implemented brought the researcher to understand the overall success of having Physicians Assistants in partnership with Physicians, consulting physicians and management in the ED. The researcher conducted a five-month long analyses of how implementation of Physician Assistants in the ED could effect overall satisfaction. The researcher looked at the satisfaction of the PAs themselves, attending physicians, nurses, nursing assistants, ED manager, ED director, ED co-director and the patients themselves. The researcher collected questionnaires, conducted interviews and retrieved data from Banner Health Services for the year 2014 to compare her data. The researcher conducted the study both at Banner Gateway Medical Center (BGMC) Emergency Department and also at Banner Baywood Medical Center (BBMC) ED. In comparison of the data collected from BGMC ED to BBMC ED resulted in a significant difference in overall satisfaction based on implementation. Although both emergency departments are owned by the same Banner corporation and only a few miles apart in distance, they implement Pas differently. The difference in the implementation did prove to effect the overall satisfaction. BGMC ED employees as well as manager and patients were more satisfied than those of BBMC ED. Some of the noted differences were that BBMC PAs see more patients per hour, they see higher acuity patients, are less compensated, are placed further apart from their attending physicians and other staff in the ED, there is minimal communication, PAs feel there voice is not heard and they feel pushback on feedback with no plan for improvement. BGMC PAs reported overall increase in satisfaction as compared to BBMC because of the increased communication, placement of PAs within the ED is closer to attending physicians and other staff, they see lower acuity patients, are better compensated and monthly meetings on improvements that can be made and the PAs feel their voice is being heard. Productivity scores for BGMC ED PAs were 1.71 patients per hour as compare to BBMC ED which was 1.86 patients per hour. BBMC PA patient satisfaction on average was 60.6 as compared to BGMC where the PA average satisfaction was 67.8.
ContributorsApplegate, Lauren Mckenzie (Author) / Kashiwagi, Dean (Thesis director) / Coursen, Cristi (Committee member) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05