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There are many fans who invest a lot of time, money, and effort into fantasy football. Finding a balance between maintaining loyalty to a favorite team while trying to win a fantasy league has become an issue. There are those fans who take precautions to assure loyalty while playing and

There are many fans who invest a lot of time, money, and effort into fantasy football. Finding a balance between maintaining loyalty to a favorite team while trying to win a fantasy league has become an issue. There are those fans who take precautions to assure loyalty while playing and then there are those who put their loyalties aside and treat fantasy football as its own entity outside of their fandom. In this project I am studying how playing fantasy football affects an individual's team loyalty.
ContributorsAssi, Stephanie Faye (Author) / Ingram-Waters, Mary (Thesis director) / Soares, Rebecca (Committee member) / Dwyer, Brendan P. (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor)
Created2015-05
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The Barrett, the Honors College Internships and Research Department provides information regarding internship and research position availabilities, generates greater exposure to various companies and organizations seeking student help, and offers students assistance in applying for employment. The office's current objectives are to increase student engagement and escalate student success in

The Barrett, the Honors College Internships and Research Department provides information regarding internship and research position availabilities, generates greater exposure to various companies and organizations seeking student help, and offers students assistance in applying for employment. The office's current objectives are to increase student engagement and escalate student success in internship and research involvement. The application of marketing resources requires evaluation and improvement in order to increase attendance at the events held by the office each semester, which have consistently received disappointing turnouts. This study examines the marketing communication channels currently used in order to productively correlate these channels with event attendance.
ContributorsVillemez, Hallie Katherine (Author) / Eaton, John (Thesis director) / Olsen, Doug (Committee member) / Russo, Lianne (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Department of Marketing (Contributor)
Created2013-12
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Description
Drawing from qualitative interview data of 18 fantasy football participants, an interview with an NFL executive, and online social forum threads, we argue that the traditional stadium is not accommodating the needs of fantasy football fans. Analysis of these fans and their consumption patterns indicate that this new type of

Drawing from qualitative interview data of 18 fantasy football participants, an interview with an NFL executive, and online social forum threads, we argue that the traditional stadium is not accommodating the needs of fantasy football fans. Analysis of these fans and their consumption patterns indicate that this new type of fan is tech savvy, more likely to consume a larger amount of NFL content, and less likely to attend games in person. Analysis of NFL consumption patterns shows that the in-home viewing experience is becoming a better alternative to attending games at stadiums for many fans. We argue that it is in the best interest of stadium owners and the NFL to cater to these fans and provide a compelling experience on game day that will be strongly differentiated from the home viewing experience.
ContributorsJohnson, Colin (Co-author) / Andreas, Mitchell (Co-author) / Ingram-Waters, Mary (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Management (Contributor) / Department of Finance (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-05
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Description
Fantasy football exists as a thought-to-be male dominated space, particularly with respect to the linguistic practices of players. Heteronormativity runs rampant, and fantasy players are not held accountable for the implications of their language. This essay analyzes what the dynamics of fantasy football leagues are, how current linguistic practices shape

Fantasy football exists as a thought-to-be male dominated space, particularly with respect to the linguistic practices of players. Heteronormativity runs rampant, and fantasy players are not held accountable for the implications of their language. This essay analyzes what the dynamics of fantasy football leagues are, how current linguistic practices shape them, and suggests that women’s participating in fantasy football leagues functions as a type of trash talk that encourages men to address their internalized heteronormativity and create a more welcoming and progressive experience for people of all genders.
ContributorsValov, Jacob John (Author) / Ingram-Waters, Mary (Thesis director) / Ferderer, Brandon (Committee member) / Hugh Downs School of Human Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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
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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
Description
The multibillion dollar fantasy sports industry is comprised of two main groups: traditional fantasy sports (TFS) and daily fantasy sports (DFS). TFS users play in season­long leagues while DFS users play in one­day contests. In November 2015, New York Attorney General Eric T. Schneiderman opened an investigation into the DFS

The multibillion dollar fantasy sports industry is comprised of two main groups: traditional fantasy sports (TFS) and daily fantasy sports (DFS). TFS users play in season­long leagues while DFS users play in one­day contests. In November 2015, New York Attorney General Eric T. Schneiderman opened an investigation into the DFS businesses FanDuel and DraftKings following allegations of “insider trading” by employees who may have had access to information that was not available to the public. Schneiderman’s investigation generated questions about DFS and how they differed from TFS. It was also the first instance of the differentiation between the two. This study looks at how TFS users and DFS users are similar and different in their motivations to play.
Our study surveyed 43 DFS users to determine how they began playing DFS, what they like about DFS, and what they dislike about DFS. From the data collected, it was determined that TFS and DFS users are similar in their competitive nature, in their increased levels of sports consumption and investment, and in their increased favoritism towards individual players over teams. The main differences between TFS and DFS users were how each felt they were at a disadvantage, the levels of camaraderie within the sport, and their stance on gambling. TFS users felt their disadvantages came from lackluster commissioners while DFS users felt that the companies themselves were setting them at a disadvantage. TFS users placed more value on the camaraderie and social sport while DFS users placed more value on profit and excitement. TFS users felt that TFS was not gambling and that DFS was, while DFS users accepted DFS as gambling.
ContributorsLandauer, Kevin James (Author) / Ingram-Waters, Mary (Thesis director) / Fette, Donald (Committee member) / W. P. Carey School of Business (Contributor) / School of Molecular Sciences (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
The purpose of this research is to create a model that will benefit this industry and the many changes to come. As of now, there are limited FTC guidelines which limit the protection of content creators, agencies, and brands. That is when I came up with the idea to develo

The purpose of this research is to create a model that will benefit this industry and the many changes to come. As of now, there are limited FTC guidelines which limit the protection of content creators, agencies, and brands. That is when I came up with the idea to develop a model to further improve efficiency of the influencer marketing industry, and to help the entrepreneurs who are leading it. This model provides the framework for a strong start in the influencer marketing industry. Through informational interviews, literary research, field studies, and surveys, the model was developed through the data analysis of each of these tools, based on common themes found within each. This research was conducted from a variety of perspectives, including consumers, brands, agencies, and content creators.
ContributorsFurnas, Madison (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / Svirskis, Anthony (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Watts College of Public Service & Community Solut (Contributor) / Department of Marketing (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05
Description

Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to

Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to showcase their outfits and creations – in a phenomenon called “masking” – but with the widespread emergence of the COVID-19 pandemic, conventions were put on hold for over a year. This paper questions how convention culture has changed in a world where cosplay can no longer rely on it due to the COVID-19 pandemic. Through analysis, personal narrative, and a critical reflection, the authors compare Saboten Con 2019 and 2021 to discuss that despite the numerous changes to the physical culture of conventions, the social essence of conventions has remained the same.

ContributorsLauer, Annika (Author) / Kim, Melissa (Co-author) / Fette, Donald (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / School of Music, Dance and Theatre (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Department of English (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2021-12
Description

Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to

Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to showcase their outfits and creations – in a phenomenon called “masking” – but with the widespread emergence of the COVID-19 pandemic, conventions were put on hold for over a year. This paper questions how convention culture has changed in a world where cosplay can no longer rely on it due to the COVID-19 pandemic. Through analysis, personal narrative, and a critical reflection, the authors compare Saboten Con 2019 and 2021 to discuss that despite the numerous changes to the physical culture of conventions, the social essence of conventions has remained the same.

ContributorsKim, Melissa (Author) / Lauer, Annika (Co-author) / Fette, Donald (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Department of Information Systems (Contributor)
Created2021-12