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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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

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.

ContributorsOsborne, Ashley A (Author) / Sopha, Matthew (Thesis director) / McIntosh, Daniel (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern countries of the world, primarily Southeast Asia, and compares it to the possibility of replication in the Western countries of the world, primarily the United States and Brazil. It examines the specific factors that caused mobile gaming and thus mobile esports to flourish in the East Region of the world. The thesis additionally incorporates current attitudes towards esports and mobile esports in the United States and discusses the viewpoints of consumers in those specific areas. This research uses primary data and literature synthesis to ultimately increase knowledge on how mobile esports has risen in popularity in various Asian countries and whether or not mobile esports can thrive in a different environment such as the United States.<br/><br/>This thesis takes data from the “Newzoo Global Esports Market Report” conducted in 2020 by Newzoo. This report does the following:<br/>- dives deep into the global and regional esports economy<br/>- provides a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises<br/>- highlights financial and statistical trends for the esports industry in the future<br/><br/>Overall the thesis finds that mobile esports have succeeded in the Asian market due to an established demographic of esports fans and players, mobile first consumers, and wide technology network in Asia. Data analysis finds that currently many American gamers still find mobile gaming to be “boring” and ultimately that cultural attitude, generational shifts, and the ideal game need to align for mobile esports to succeed in the United States.

ContributorsCai, Mark William (Author) / Sopha, Matthew (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Since 1965, Billboard has been charting top songs to publicly inform music artists and consumers which music is most popular at a given time. Given the changes in culture, technology, and countless other factors over time, it seems as though there are very few consistencies across the board to answer

Since 1965, Billboard has been charting top songs to publicly inform music artists and consumers which music is most popular at a given time. Given the changes in culture, technology, and countless other factors over time, it seems as though there are very few consistencies across the board to answer the question of why a song makes it to the top of the charts. To analyze this issue, I look at both songwriting trends and consumer mentality as they relate to the following questions:

1. What does a consumer look for in the music they choose to listen to?
2. What do trends in songwriting show us?
3. How can artists make songs that stand out in an oversaturated market?

In examining songwriting trends, I utilize both secondary research and Python code for a dataset from Kaggle that contains over 5,000 records of Top 100 songs since 1965. To understand the consumer, I observe psychological, sociological, and psychographic behaviors that contribute to their music consumption patterns. To take time factors into consideration, I also consider the implications of our technology-heavy modern world.
Consumers seek male vocalists with noticeable effort exerted and seek to explore themes present in the Urban/Contemporary stage of their lives, which occurs around early adulthood and involves finding love and social acceptance. Consumers also seek familiarity within or immediately surrounding their music due to psychological factors pointed out by author Charles Duhigg. Popular structure has changed over time by becoming shortened due to a decrease in attention span, and lyrics have evolved to focus more on the self due to the increased presence of social media.
My results give songwriters a short, broad reference with which to understand consumers and create music that has a better chance at success and popularity. Though tailored to music, the results can be applied to all art forms, as the end consumer is very similar and the same societal shifts have shaped art for the past five decades. My goal is to inspire the artist that there is room for them in the ever-growing world of music that craves individuality as much as it does familiarity.
ContributorsSperduti, Erin Michelle (Author) / Sopha, Matthew (Thesis director) / Voorhees, Matthew (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05