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This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
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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
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
This project investigates how experiences colleges create for admitted students impact students' excitement for, satisfaction with, and likelihood to attend the college, analyzed by different subgroups, and how non-yielded students compare their college selection to W. P. Carey on various metrics. This study found that top admit students were less

This project investigates how experiences colleges create for admitted students impact students' excitement for, satisfaction with, and likelihood to attend the college, analyzed by different subgroups, and how non-yielded students compare their college selection to W. P. Carey on various metrics. This study found that top admit students were less likely to attend, less satisfied, and less excited with the services offered than their counterparts and recommendations were made to improve the gap.
ContributorsGullo, Kelley (Co-author) / Dwosh, Bennett (Co-author) / Ostrom, Amy (Thesis director) / Olsen, Douglas (Committee member) / Desch, Timothy (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Marketing (Contributor) / School of Human Evolution and Social Change (Contributor) / Department of Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
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Description
The following thesis analyzed the non-profit organization, Welcome to America Project (WTAP) to understand and identify effective marketing techniques for non-profits. The primary focus of the WTAP, a non-profit organization helping newly arrived refugees in Arizona is to provide them with basic necessities by collecting monetary and in-kind donations from

The following thesis analyzed the non-profit organization, Welcome to America Project (WTAP) to understand and identify effective marketing techniques for non-profits. The primary focus of the WTAP, a non-profit organization helping newly arrived refugees in Arizona is to provide them with basic necessities by collecting monetary and in-kind donations from volunteers. WTAP's limited resources require the organization to use creative marketing techniques to solicit donations effectively and efficiently. Through an analysis of WTAP's current marketing techniques and the marketing methods of three benchmark organizations, Project C.U.R.E., Feed My Starving Children, and Maggie's Place, we have identified several opportunities for WTAP to consider.
ContributorsVasoya, Charmi (Co-author) / Chan, Dona (Co-author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / O'Connor, Megan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2013-05
Description

Make-A-Wish America has a world-renowned reputation as one of the best nonprofits in the world, and is widely known amongst many individuals looking to support or donate to nonprofits. Their work is not only a fundamental part of human services care within the nonprofit world, but their unique online platform

Make-A-Wish America has a world-renowned reputation as one of the best nonprofits in the world, and is widely known amongst many individuals looking to support or donate to nonprofits. Their work is not only a fundamental part of human services care within the nonprofit world, but their unique online platform and social media presence is a differentiating factor among many other nonprofits and for-profit businesses alike. The purpose of this study is to research Make-A-Wish America’s brand management and marketing strategies as a nonprofit, including secondary research on the brand itself, analyze all environmental factors that affect its marketing strategy, assess their market segmentation, targeting, and positioning, and evaluate their integrated marketing communications strategy. Additionally, I conducted interviews with Make-A-Wish America professionals working within the brand management department at the national office. The individuals were interviewed with various marketing backgrounds within the brand department to gain a deeper insight into their individual experiences and assessments of Make-A-Wish America’s brand management and marketing strategy. My specific thesis goals include utilizing my marketing recommendations to grow Make-A-Wish America’s profits, specifically in actions to increase fundraising. Also, my thesis goal is to find recommendations to outperform competition in gaining supporters and donors as well as, more recently, analyzing the effects of the COVID-19 pandemic and making recommendations on how they can grow despite this economic tragedy. The results suggest that there are common themes amongst my secondary research and primary research, resulting in marketing recommendations that Make-A-Wish America can utilize to better market to donors and supporters in the future, giving them competitive advantage over other nonprofits and combatting the effects of COVID-19. Recommendations for Make-A-Wish America include investing in their own research and development in terms of customer relationship management tools, online fundraising campaigns, and technology to better inform donors of their mission, vision, and values, diversifying their donor profile and targeted communities, and taking advantage of their point of parity within their social media online platform.

ContributorsBarton, Maddy Taylor (Author) / Montoya, Detra (Thesis director) / Ostrom, Lonnie (Committee member) / Department of Economics (Contributor) / Department of Marketing (Contributor) / School of Community Resources and Development (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Accurately assessing Major League Baseball player value is at the core of consistent success for any MLB organization. Effectively targeting players in trades and strategically spending available funds in the free agent market are of increasing importance as MLB salaries rise. In a sport where it takes 162 games to

Accurately assessing Major League Baseball player value is at the core of consistent success for any MLB organization. Effectively targeting players in trades and strategically spending available funds in the free agent market are of increasing importance as MLB salaries rise. In a sport where it takes 162 games to separate contenders, any advantage in identifying talent can be the difference between winning and losing. This paper draws team batting data from the past seven MLB seasons and runs a multi-variable regression to measure the run value of each individual batting outcome. If teams can more accurately measure the offensive value a player produces, they can more optimally spend their finances. Our regression results suggest that previously used statistics such as wOBA and OPS neglect outcome that have significant effects: baserunning ability and out type. Further contract analysis on four free-agent signing from 2018-2019 free agent class illustrate that teams often over and underestimate player value and could benefit greatly with more accurate player evaluation.
ContributorsGildea, Matthew E (Author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / Department of Economics (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The following honors thesis analyzes the history of advertising in the state of Arizona since the late 19th century and its overall impact on economic development. Advertising is defined as the action of calling something to the attention of the public, especially by paid announcements; and economic development is defined

The following honors thesis analyzes the history of advertising in the state of Arizona since the late 19th century and its overall impact on economic development. Advertising is defined as the action of calling something to the attention of the public, especially by paid announcements; and economic development is defined as the process whereby simple economies are transformed into modern industrial economies. This paper will analyze the influence of key people, events, locations, and publications on consumer behavior and discuss how they contributed to tourism in the state and, subsequently, economic growth. By speaking to experts on Arizona history, economic development and tourism as well as analyzing a variety of historical multimedia, I will discuss how advertising methods evolved over time and how they contributed to increased interest and growth within the state.
ContributorsTatom, Julia Kathryn (Co-author) / Tatom, Julia (Co-author) / Eaton, Dr. John (Thesis director) / Mokwa, Dr. Michael (Committee member) / Department of Marketing (Contributor) / Department of Economics (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Purpose: The purpose of this project was to map the process by which Division I sports are added at universities and to create a blueprint for any passionate and driven individual who would like to see their sport of choice added at any college.

Methods: Information for this study was

Purpose: The purpose of this project was to map the process by which Division I sports are added at universities and to create a blueprint for any passionate and driven individual who would like to see their sport of choice added at any college.

Methods: Information for this study was gathered through qualitative interviews with sports administrators at eleven of the twelve universities in the PAC-12 conference. This primary research was supplemented with secondary research of media sources and
PAC-12 and NCAA documents.

Results: Four key factors are involved in adding a new Division I sports program at any university. These factors are: funding, Title IX status, conference and sport status, and administrative mindset.

Conclusion: The four factors stated above are critical in the addition of any new sports program, though there will be significant variations from sport to sport and from university to university. In the case of men’s wrestling at USC, the group of advocates needs to demonstrate the significant value adding wrestling will bring to the athletic department and school. They should also follow this up with a clear plan of how they will navigate the funding, Title IX requirements and conference status.
ContributorsSmall, Conner (Author) / Nelson, Kelly (Thesis director) / Jones, Zeke (Committee member) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
As consumers shift their values toward sustainability, environmentalism, and social issues, industries face increased pressure to engage with sustainability and make their sustainable practices transparent to consumers. While luxury fashion has shifted toward sustainable practices, little conclusive research exists to understand how consumers respond to such practices. This research explores

As consumers shift their values toward sustainability, environmentalism, and social issues, industries face increased pressure to engage with sustainability and make their sustainable practices transparent to consumers. While luxury fashion has shifted toward sustainable practices, little conclusive research exists to understand how consumers respond to such practices. This research explores whether the use of recycled materials affects a luxury brand more than a mainstream brand. My results indicate that the use of recycled materials is harmful for a luxury brand but has no impact on the mainstream brand.
ContributorsSangha, Pooja B (Author) / Lisjak, Monika (Thesis director) / Eaton, Kathryn Karnos (Committee member) / Department of Psychology (Contributor) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05