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Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsHouck, Bennett Cooper (Co-author) / Forster, Julia (Co-author) / Sigmund, Aidan (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsSigmund, Aidan Grace (Co-author) / Houck, Bennett (Co-author) / Forster, Julia (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Economics (Contributor) / Dean, W.P. Carey School of Business (Contributor, Contributor) / School of Civic & Economic Thought and Leadership (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsForster, Julia Leigh (Co-author) / Sigmund, Aidan (Co-author) / Houck, Bennett (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Ice hockey is widely recognized as one of the most exciting sports to watch and the NHL boasts very good in-game attendance figures when compared to similar professional sports leagues. In this study, we compare the NHL to the NBA, two leagues that share the same size stadiums and in-game

Ice hockey is widely recognized as one of the most exciting sports to watch and the NHL boasts very good in-game attendance figures when compared to similar professional sports leagues. In this study, we compare the NHL to the NBA, two leagues that share the same size stadiums and in-game attendance numbers but show huge disparities in national television viewership. The most watched NHL game of 2022/23, game 5 of the Stanley Cup Finals totaled 2.72 million viewers nationally and the most watched NBA game of the 22/23 season was the final game of the NBA Finals totaled 17.88 million viewers nationwide. This is especially startling given the fact that on the local level, in cities with both NHL and NBA teams, the local rating are relatively even and oftentimes favor the NHL team. To investigate why this discrepancy exists, four cities that are home to both an NHL and NBA franchise were chosen as the focus of research. Youth participation and cost of both basketball and ice hockey were examined in each city and it was determined that they account for a large portion of the differences in national TV viewership. Marketing strategies of each league were also investigated, but it was found that these had little impact on the discrepancies in national TV viewership. The study concludes with possible solutions for the NHL to decrease costs and increase accessibility play, resulting in an increase in youth participation, especially in nontraditional hockey markets without NHL teams. In turn, this will bridge the gap in national viewership between themselves and the NBA.
ContributorsEckerle, Benjamin (Author) / Peca, Trevor (Co-author) / Pierce, John (Thesis director) / Palmer, James (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor)
Created2024-05
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Description

This thesis project consists of 2 key components, a marketing brand book for the ASU Division I ice hockey team and an in-depth narrative of both the team’s history and why each decision was made for the brand book itself. The brand book consists of four main sections: team history,

This thesis project consists of 2 key components, a marketing brand book for the ASU Division I ice hockey team and an in-depth narrative of both the team’s history and why each decision was made for the brand book itself. The brand book consists of four main sections: team history, visual guidelines, social media, and public relations. The team history tells the story of how the program formed and grew into the NCAA Division I team they are today. The history then goes into detail discussing the coach, Greg Powers, and his ASU hockey journey as well as how he developed the club program and has coached/recruited the team to success. This section also highlights ASU’s first national breakout player, Joey Daccord, who became the first player from ASU to play a game in the NHL. Other than the team history, each section contains multiple goals for the marketing team to achieve as well as rules and guidelines to assist them with achieving these goals. All of ASU’s current brand rules and guidelines are included within the visual guidelines section of the brand book, allowing for all Sun Devil hockey marketing efforts to properly resemble and embody Arizona State University as a whole. The Public Relations section covers how to positively get the team in the news through service and community events and embody ASU’s commitment to service. The Public Relations section also covers how ASU hockey is to respond in a PR crisis and the importance of gathering all the information and then publicly addressing the situation. The social media section of the brand book lists all goals, target audience, and methods of achieving the goals for each current platform ASU hockey has (Twitter, Facebook, Instagram) and the frequency of posting required.

ContributorsScola, Sean Christopher (Author) / Lynch, John (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology.

ContributorsRodgers, Tess (Author) / Amaya, Alexander (Co-author) / Toledo, Pedro (Co-author) / Vijayaraghavan, Shalini (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor) / Department of Marketing (Contributor) / Department of Supply Chain Management (Contributor)
Created2022-05
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Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology.

ContributorsToledo, Pedro (Author) / Rodgers, Tess (Co-author) / Amaya, Alexander (Co-author) / Vijayaraghavan, Shalini (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2022-05