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Influences on Purchasing Behavior in the Male Skincare Market

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The goal of this thesis is to find information to further develop understandings of male customers in the cosmetic and personal care industry. The methods and results are aimed to help direct marketers and product developers create more successful

The goal of this thesis is to find information to further develop understandings of male customers in the cosmetic and personal care industry. The methods and results are aimed to help direct marketers and product developers create more successful business expeditions in the future. The thesis is based off of an online Qualtrics survey created and distributed to male Arizona State University students enrolled in a Marketing Principles class and then appropriately analyzed with SPSS and Qualtrics data tools. The quantitative survey allowed an investigation of external and internal factors in male respondents’ personal lives and how that may translate into their skincare purchasing practices. Rather than asking what products consumers want, this survey aimed to find significant and influential factors behind young male interest in these products. After analyzing the responses the key implications are that social stigma, and perceptions of attractiveness and self-confidence are not the largest inhibitors for men, but rather that their relationships with others have the most significant influence over their use of skincare products.

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2020-05

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The Impact of Social Media: Revolutionary Changes in Sports Marketing

Description

The sports industry is unlike any other in that it connects individuals and consumers from destinations around the world with one common interest. That commonality can be as specific as a favorite player, team, league, or sport. All in all,

The sports industry is unlike any other in that it connects individuals and consumers from destinations around the world with one common interest. That commonality can be as specific as a favorite player, team, league, or sport. All in all, it bands together entire communities with their passion for the game. American sports leagues such as the National Football League, National Hockey League, Major League Baseball, National Basketball Association, and many more, have all revolutionized the way that businesses view marketing though a user friendly, interactive, marketing tool with a universal reach.

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2020-05

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Marketing the Study Abroad Experience: An Investigation of Student Motivations and Obstacles to Studying Abroad

Description

Study abroad provides an opportunity for students to grow, earn academic credit, and explore the world. The experience helps students develop a new set of skills and engage in another culture. However, only a small percentage of students across the

Study abroad provides an opportunity for students to grow, earn academic credit, and explore the world. The experience helps students develop a new set of skills and engage in another culture. However, only a small percentage of students across the United States participate in this opportunity. The purpose of this thesis is to investigate why students study abroad or choose not to. More specifically, this study examines the motivations and obstacles students have to studying abroad. The other questions that contribute to this study are: Why are students unable to study abroad? How do certain personality traits affect a student's choice to study abroad? How can university study abroad organizations attract more students to participate in their programs? Before conducting research, the author reflected on her reasons for studying abroad, the problems she encountered, and her overall experience. Based on her experience and knowledge as an ASU Study Abroad Recruiter, she identified the different types of students who have not studied abroad. These are: students who plan to study abroad, are unable to study abroad, and who do not want to study abroad. To address the purpose of this study, the author created survey questions based on her experience and background research. She conducted research through a survey on Qualtrics and administered it to college students in the W.P. Carey School of Business. After reviewing the results, she came to several conclusions that can serve as guidelines for marketing study abroad to different types of students. Based on these conclusions, the author developed marketing messages to appeal to students with certain personality traits as well as to students who have not studied abroad. For each message, she created a sample of an ad that can be used in print materials or social media campaigns.

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2018-05

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Impact of Political Activism on the Personal Brand of Professional Athletes

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The purpose of this research was to determine whether there was a brand impact on athletes that chose to engage in political activism. This was investigated through research into examples of athlete activism in history and in the modern era

The purpose of this research was to determine whether there was a brand impact on athletes that chose to engage in political activism. This was investigated through research into examples of athlete activism in history and in the modern era as well as with a questionnaire distributed to marketing students at Arizona State University. The research suggests that there is no predictable impact to athlete brand from engaging in politics. Throughout history and in modern times there are examples of athlete's careers getting damaged because of their political involvement as well a instances where the athlete's brand is undamaged by their actions. The primary research results suggest that while the population preferred that sports and politics remain separate, they also believe that athletes have the right to speak out on political issues and engage in protest, and that doing so does not weaken the brand image of the athletes. The information in this research can be used by athletes to determine how their political actions may be received and by companies deciding how sponsoring a politically active athlete may affect their own brand.

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2018-05

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The Dutch Dukeout: Honoring an Everyday Hero

Description

The "Dutch Dukeout" is a memorial, community engagement venture founded by Scott Fitzgerald and Sam Minton. The event was also supported and facilitated through the help of a third party member, Dylan Bryant. The "Dutch Dukeout" will continue annually, as

The "Dutch Dukeout" is a memorial, community engagement venture founded by Scott Fitzgerald and Sam Minton. The event was also supported and facilitated through the help of a third party member, Dylan Bryant. The "Dutch Dukeout" will continue annually, as an opportunity for Brophy College Preparatory alumni and current students to come together and connect. This venture also exists to celebrate and honor the life and legacy of Fr. Harry "Dutch" Olivier, a former, prominent faculty member of Brophy. Additionally, the "Dutch Dukeout" aims to raise money to support the Brophy Scholarship Foundation, a resource for current Brophy students to offset the financial burden it costs to attend the prominent college preparatory. Foremost, the "Dutch Dukeout" flag football tournament provides a powerful way for Brophy Alumni to reconnect with their school. By communicating and participating with graduates from various classes, alumni have an opportunity to provide valuable life lessons and share personal stories with the youth, as well as bond over their shared experience at Brophy. For a school that is able to continually develop community leaders and social activists, the "Dutch Dukeout" provides a platform for collaboration and inspiration for everyone who participates. By raising money to support the Brophy Scholarship Foundation and providing an opportunity for alumni to engage in their community, the "Dutch Dukeout" is an event that truly embodies Fr. Olivier's values and beliefs. This thesis report documents the ideas, work and efforts that were completed to launch and then ensure the success and longevity of the venture. It also serves as an example for future social entrepreneurs who aim to make a difference in communities of their own.

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2018-05

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eSports Personas: Segmentation and Fan Group Analysis of eSports Fans

Description

This thesis project is designed to provide brands and prospective sponsors with information about the habits and tendencies of different segments of eSports fans in order to better assist them in making decisions regarding sponsorship deals and sponsorship activation. This

This thesis project is designed to provide brands and prospective sponsors with information about the habits and tendencies of different segments of eSports fans in order to better assist them in making decisions regarding sponsorship deals and sponsorship activation. This thesis has been based off of “The World of Games: eSports” and “the eSports Playbook” studies conducted in 2017 by Goldman Sachs and Nielsen respectively. The goals of these studies were to:

1) provide a clear and coherent picture of different eSports demographics
2) understand the consumption habits and psychological tendencies of these groups
3) use data to create marketing strategies tailor made to each cluster group.

These studies were used as a basis to create personas encompassing the traditional sports affiliations eSports users have, as well as their attitudes towards different types of advertisements.

The goal of this project is to create marketing strategies for different types of brands tailormade to specific groups of eSports fans based on their traditional sports fandom. By testing the fandom overlap of the most popular traditional sports with the most popular eSports games, useful connections that tie both fandoms together can be made for brands. Certain endemic and non-endemic brands can use this data to help decide which industry is a better fit financially and demographically. Other brands will be able to use this data to create strong marketing campaigns that span both eSports and traditional sports leagues, delivering a clear and succinct message across multiple platforms.

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Date Created
2019-05

Athlete Branding: Making an Undistinguished Player a Household Name

Description

The concept of branding has been around for centuries, but personal branding is a relatively new concept that has been defined and executed by many public figures. With the rise of technological advancements like social media, professional athletes have ample

The concept of branding has been around for centuries, but personal branding is a relatively new concept that has been defined and executed by many public figures. With the rise of technological advancements like social media, professional athletes have ample opportunities to connect with consumers outside of their respective court. Our thesis team conducted research with Dr. John Eaton and Professor Daniel McIntosh to analyze how athletes’ actions and behaviors affect consumers’ opinions about their brand.
We developed multiple surveys that were distributed to Marketing & Business Performance (MKT 300) students at Arizona State University and AWS Mechanical Turk Workers. The goal of obtaining information from both college students and paid survey-takers was to compile a diverse set of opinions regarding how consumers react to athletes’ social media and public behavior. This led us to analyze how consumers interact with athletes on social media platforms based on the sport they play and consequences of their actions. After examining our consumer research, interviewing executives in the legal background, and talking to some of the university’s top-prospective athletes to gain different viewpoints, we created consumer and athlete categories.
We established six main consumer categories and six main athlete social media strategy personas in order to create social media strategy recommendations. With this information, athletes have the opportunity to develop well-thought out social media strategies that are more tailored to their fan base(s). Athletes must be cognizant of how the content on their social media accounts and their public actions will affect consumers’ perceptions about who they are and their personal brand.

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2019-05

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The Role of Screen Luminance and Typeface on Willingness to Divulge Information

Description

This study seeks to understand what design factors best aid in the elicitation of behaviors, specifically disclosure behaviors, from one party to another with the intent to provide some form of service. I looked at the medical industry to see

This study seeks to understand what design factors best aid in the elicitation of behaviors, specifically disclosure behaviors, from one party to another with the intent to provide some form of service. I looked at the medical industry to see how to create the best possible quality of care all while ensuring that the patient information is collected accurately and quickly. With healthcare in the United States becoming increasingly expensive along with the multitude of people seeking attention, the time that physicians have is scare. This scarcity can affect the type and quality of care that a patient would receive. Therefore, creating an online form to gather patient data would reduce time so long as the information was collected via a trusted method and patients were honest in their disclosure. The quality of the face-to-face time in a physician’s office would increase with increased honesty from patients, as the physician would be able to properly prepare for the appointment. This study examines whether screen lighting and typeface could influence a patient's disclosure of problem behaviors, such as smoking or drinking, the patient's rating of the importance of honesty, and the patient's perceptions of privacy and confidentiality during the disclosure. The results showed that Sans Serif [Arial] typeface was more effective in eliciting problem behavior disclosure. Perceptions and disclosure in relation to background color did not yield overwhelming results either way.

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2019-05

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"It's Dangerous to Go Alone!": An Exploration of Women's Experiences with Harassment in the Video Game Community

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

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.

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2019-05

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A Footwear Product for Photographers: Conceptualizing. Marketing. Designing.

Description

Creative adventurers are a modern artistic subculture defined by aesthetic individualism and rugged outdoor practicality. Contemporary photographers and videographers who live an active outdoor lifestyle place significant demands on their shoes and feet wherever they work. As a result of

Creative adventurers are a modern artistic subculture defined by aesthetic individualism and rugged outdoor practicality. Contemporary photographers and videographers who live an active outdoor lifestyle place significant demands on their shoes and feet wherever they work. As a result of the increasing growth of photo based social media, part of producing creative content in this field involves artists interacting directly with their favorite brands through "product tagging" and other means of rapid networking. This energetic atmosphere of creativity and brand engagement presents a unique opportunity to introduce a footwear product specifically made for the brand-conscious visual artist. A collaborative shoe project between a major footwear brand such as Nike or Adidas and a major camera brand such as Canon or Sony is a unique and exciting way to meet the functional and aesthetic demands of this population.

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2018-05