Matching Items (25)
Filtering by

Clear all filters

133343-Thumbnail Image.png
Description
This paper will be exploring a marketing plan for a Kpop Fan artist, Jennifer Lee. Kpop is a genre of music originating from South Korea that provides a whole-package entertainment. Fan artists are producers who create produce for the consumption and purchase of other Kpop fans. The paper will consider

This paper will be exploring a marketing plan for a Kpop Fan artist, Jennifer Lee. Kpop is a genre of music originating from South Korea that provides a whole-package entertainment. Fan artists are producers who create produce for the consumption and purchase of other Kpop fans. The paper will consider segmentation and the products and platforms that best target them in order to maximize revenue. A survey was performed with a sample size of 314 participants to find out consumer behavior and preference as well as producer situation. Consumers come from both the United States and abroad. Customers come directly and almost exclusively from followers. Therefore, increasing the number of followers on Instagram is essential to increasing revenue. Jennifer has time, resource, and ability constraints, while the market has limited potential. The conclusion is that Jennifer should become more organized as a business. To grow her following, she should cater more towards the most popular fandoms (BTS), make art tutorials, consider collaborations, and better inform followers of her products/services available for purchase. The social media platforms key to marketing Jennifer's products are Instagram and Twitter. Other platforms to be used to increase exposure are Tumblr, Amino Apps, DeviantArt, Reddit, and YouTube. She must also declutter all of these virtual storefronts of unnecessary content to varying degrees in order to build ease of access and a trustworthy brand image. The best platforms for transaction is a personal store, RedBubble (a website that allows users to sell a variety of products with their uploaded images printed onto them), Patreon, and in-person at conventions.
ContributorsXu, Everest Christine (Author) / Eaton, Kathryn (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
DescriptionKidSmith is an application to teach children about gendered marketing. The app has two components, a game and a database of activities featuring neutral found objects from the home or in nature.
ContributorsPeate, Lyric Laurel (Author) / Sanft, Al (Thesis director) / Heywood, William (Committee member) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2014-05
136224-Thumbnail Image.png
Description
Revenge porn is the accepted term used to describe the distribution of explicit photos online with the intent to incite embarrassment or shame. Perpetrators are typically ex-lovers seeking revenge on a former partner. This harassment has become widespread alongside increased access to online networks and "sexting" culture. Early studies indicate

Revenge porn is the accepted term used to describe the distribution of explicit photos online with the intent to incite embarrassment or shame. Perpetrators are typically ex-lovers seeking revenge on a former partner. This harassment has become widespread alongside increased access to online networks and "sexting" culture. Early studies indicate revenge porn reflects a larger cultural attitude of "slut shaming", the tendency to shame women for behaving in a sexual manner outside the boundaries of traditional female sexuality. Focus groups were organized to discuss views regarding revenge porn, Internet privacy, and legislature.
Created2015-05
134424-Thumbnail Image.png
Description
Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be

Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be played, vocal fans of the game will often argue that the female character is more desirable depending on the experience that the player is wanting. It is this inconsistency between the gaming industry's data on gender choice and the fans that go against this data that leads to the present research. This research explores why men play female characters in video games. Previous literature found that avatar choices matter to gamers, both for how they are viewed and how they experience the game. This literature suggests that gamers make character decisions based on the desired gaming experience. Data for the current study consists of comments from five Reddit posts and from supplementary surveys completed by volunteers from Reddit. Four main categories that encompassed the numerous results are identified: in-game advantages, player-character interactions, exploration of new experiences and/or identities, and novelty. Each category also features a number of subcategories that were identified first and then combined to make the final four categories. The results found supported previous literature as well as expanded the literature to offer more insight behind why male gamers choose to play as female characters. This choice is ultimately reliant upon varied factors on which they base their choices for the desired gaming experience.
ContributorsBunch, Sarah Elizabeth (Author) / Mack, Robert (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
132954-Thumbnail Image.png
Description
Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
135519-Thumbnail Image.png
Description
Scholarly work, industry profile analyses, and sports entertainment, similarly posit the normative fantasy football fan as an uber fan, defined largely by the vast amount of time spent per week consuming sports media content. The average fantasy football participant is also defined as a white, middle-class, married man in his

Scholarly work, industry profile analyses, and sports entertainment, similarly posit the normative fantasy football fan as an uber fan, defined largely by the vast amount of time spent per week consuming sports media content. The average fantasy football participant is also defined as a white, middle-class, married man in his late 20s (FTSA.org). However, by drawing on qualitative interview data of 48 fantasy football participants, we argue that this typical profile of a fantasy football participant as an uber fan is limiting in a masculinist way precisely because it reifies a gendered category of fan as normal, making anything outside of that category deviant. Close analysis of the experiences of thirteen of the 48 fantasy football players, all of whom identify as women, indicate an alternative, cohesive fantasy football participant profile that is centered on being competitive while also being efficient with one's time and resources. Additionally, we find that these women fantasy fans actively reject the notion of the uber fan as the only way to be a normal fantasy football fan because they want to play and win on their own terms.
ContributorsItmam, Arif (Author) / Ingram-Waters, Mary (Thesis director) / Southergill, Keith (Committee member) / Lashley, Mark (Committee member) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
148452-Thumbnail Image.png
Description

Due to the COVID-19 pandemic, declared in March of 2020, there have been many lifestyle changes which have likely influenced tobacco smoking behavior. Such lifestyle changes include lockdowns, stay at home orders, reduction in social cues related to smoking, increased stress, and boredom among other things. This study utilized a

Due to the COVID-19 pandemic, declared in March of 2020, there have been many lifestyle changes which have likely influenced tobacco smoking behavior. Such lifestyle changes include lockdowns, stay at home orders, reduction in social cues related to smoking, increased stress, and boredom among other things. This study utilized a cross-sectional survey which looked into these behaviors, primarily perceived risk to COVID-19, and determined if there is an association between perceived risk and education level/race. Education level is a proxy for income and material resources, therefore making it more likely that people with lower levels of education have fewer resources and higher perceived risk to negative effects of COVID-19. Additionally, people of color are often marginalized in the medical community along with being the target of heavy advertising by tobacco companies which have likely impacted risk to COVID-19 as well.

ContributorsLodha, Pratishtha (Author) / Leischow, J. Scott (Thesis director) / Pearson, Jennifer (Committee member) / School of Life Sciences (Contributor) / School of Human Evolution & Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147832-Thumbnail Image.png
Description

Relationship marketing is a framework in which marketers aim to build two-way bonds with their customers, with the result of long-term benefits to both parties. The rise of social media and the prominence of digital marketing in general, including targeted ads, commercial websites, and email campaigns, has increased the

Relationship marketing is a framework in which marketers aim to build two-way bonds with their customers, with the result of long-term benefits to both parties. The rise of social media and the prominence of digital marketing in general, including targeted ads, commercial websites, and email campaigns, has increased the potential for brands and organizations to build such relationships with current and potential customers over time. In the realm of politics, digital marketing has been brought to the mainstream throughout the last decade and its prominence in presidential campaigns has increased ever since, closing the gap in communication between voters, organizations, and candidates. This thesis is an exploration of the effect digital marketing had on Arizona State University students’ perceptions of the presidential candidates and political organizations targeting them during the 2020 election season. The ASU Young Democrats, ASU College Republicans, ASU Undergraduate Student Government, and the 2020 Trump and Biden campaigns were studied through three methods: an analysis of each organization’s marketing tactics through the lens of relationship marketing, interviews with each ASU subject, and a survey of 328 students. The conclusion offers recommendations to each subject based on hypotheses formulated from the analyses and discusses the interrelationship that subjects’ relationship marketing strengths and weaknesses had with students’ views of each organization relative to their desired perceptions.

ContributorsPyle, Karuna B. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Watts College of Public Service & Community Solut (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

COVID-19 misinformation covers a wide range of topics such as fatality rate, mask effectiveness, potential cures, vaccine development, and the idea of a "plandemic". The spread of this misinformation happens at a rapid speed with the help of social media and powerful influencers, including major political figures. This thesis is

COVID-19 misinformation covers a wide range of topics such as fatality rate, mask effectiveness, potential cures, vaccine development, and the idea of a "plandemic". The spread of this misinformation happens at a rapid speed with the help of social media and powerful influencers, including major political figures. This thesis is a focused case study on hydroxychloroquine, and builds a timeline of the misinformation surrounding the drug. From poorly conducted studies to the use of false experts, this study reveals how politicized misinformation garners more public attention than the actual science.

ContributorsPitts, Benjamin Jack (Author) / Ingram-Waters, Mary (Thesis director) / Hurlbut, Ben (Committee member) / School of Molecular Sciences (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

With recent reports indicating that there is a relatively low number of pregnant people vaccinated against COVID-19 in the United States (~30% per the Centers for Disease Control and Prevention, October, 2021), this study aims to understand the reasons for COVID-19 vaccine hesitancy among the pregnant population in the state

With recent reports indicating that there is a relatively low number of pregnant people vaccinated against COVID-19 in the United States (~30% per the Centers for Disease Control and Prevention, October, 2021), this study aims to understand the reasons for COVID-19 vaccine hesitancy among the pregnant population in the state of Arizona. Using a mixed-methods approach, this cross-sectional study employs both semi-structured qualitative interviews (n = 40) and a quantitative survey instrument (n = 400) to better understand the reasons for COVID-19 vaccine hesitancy among pregnant people, with data collected over the course of a few months. Descriptive statistics and logistic regression are employed to analyze the quantitative data and the semi-structured interviews are inductively coded to analyze themes across participant interviews. The results from this study are not only able to help better address disparities in COVID-19 vaccinations among pregnant people, but they also provide implications for vaccine hesitancy overall in order to develop interventions to address vaccine hesitancy. Future research is warranted to better understand regional differences in vaccine hesitancy and differences across populations.

ContributorsPerez, Valeria (Author) / Gamboa, Jazmin (Co-author) / Hernandez, Christopher (Co-author) / Lopez, Gilberto (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Human Evolution & Social Change (Contributor) / School of Transborder Studies (Contributor) / Watts College of Public Service & Community Solut (Contributor)
Created2023-05