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.

Displaying 51 - 53 of 53
ContributorsMurphy, Flynn (Author) / Spies, Lindsey (Co-author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor)
Created2023-05
147878-Thumbnail Image.png
Description

With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the

With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.

ContributorsPearson, Samuel Tyler (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
131803-Thumbnail Image.png
Description
In 2017, the last full year before the Professional and Amateur Sports Protection Act of 1992 (PASPA) was overturned by the Supreme Court of the United States, over $4.8 billion was legally gambled on sports in Nevada alone. This number pales in comparison to the estimated $150 billion that is

In 2017, the last full year before the Professional and Amateur Sports Protection Act of 1992 (PASPA) was overturned by the Supreme Court of the United States, over $4.8 billion was legally gambled on sports in Nevada alone. This number pales in comparison to the estimated $150 billion that is gambled illegally on sports in the United States every year (Liptak, Draper). These numbers have continually grown year-over-year as the interest and demand in sports gambling has steadily increased. This trend will continue s states begin to legalize sports gambling and gambling operators set-up shop, allowing hundreds of thousands of people who had never placed a bet because of its limited access to now be able to do so. As fans begin to place legal bets on sporting events, there will be three types of fans who place bets: those who will never place a bet on a game involving their favorite team, those who will bet on games involving their favorite team but never against their favorite team, and those who will place bets on games involving and against their favorite team. This project explores how the modern sports fan will be impacted by the widespread legalization of sports gambling throughout the United States of America. As fans are able to place legal sports bets through their phones, computers, or at local sportsbooks and casinos, it will be interesting to see if the loyalty they have towards their favorite team remains as strong as ever or becomes divided between their favorite team and sports bets.
ContributorsGoldstein, Matthew (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / WPC Graduate Programs (Contributor) / School of Accountancy (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05