Matching Items (29)
Filtering by

Clear all filters

134178-Thumbnail Image.png
Description
Although there are some key qualities that all good leaders employ, variations in effective leadership approaches are evident across different cultures. This project sought to compare and analyze the differences and similarities in leadership principles between Chinese and American business cultures, with emphasis on the divergence caused by the influences

Although there are some key qualities that all good leaders employ, variations in effective leadership approaches are evident across different cultures. This project sought to compare and analyze the differences and similarities in leadership principles between Chinese and American business cultures, with emphasis on the divergence caused by the influences of history, culture and politics.
ContributorsLe Tourneur, Maxine Archondakis (Author) / McKinnon, David (Thesis director) / LePine, Marcie (Committee member) / Department of Supply Chain Management (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
134191-Thumbnail Image.png
Description
This study explores the best known practices of small businesses from different entrepreneurs' perspectives and attempts to address the question: are there consistencies between different entrepreneurs' approaches to establishing and growing a business? Ten entrepreneurs from a variety of business types (product and service) were interviewed using a consistent question

This study explores the best known practices of small businesses from different entrepreneurs' perspectives and attempts to address the question: are there consistencies between different entrepreneurs' approaches to establishing and growing a business? Ten entrepreneurs from a variety of business types (product and service) were interviewed using a consistent question template that asked questions regarding financing, business strategy (and scalability), interpersonal forces, innate qualities, partnerships, and resources. The primary overlaps between these businesses are with regard to the confluence between personal risk and business strategy, the risk of working with friends and family, the capacity to scale relative to special content knowledge or process knowledge, and partnerships
etworking.
ContributorsCole, Chandler William (Author) / Kellso, James (Thesis director) / Gilmore, Bruce (Committee member) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
136561-Thumbnail Image.png
Description
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
136471-Thumbnail Image.png
Description
The rationale behind this thesis is grounded in nearly two years of experience interning at UTC Aerospace Systems (UTAS). I was able to gain a wide exposure to different facets of the supply chain management organization during my time as an intern, from strategic sourcing and commodity management, to tactical

The rationale behind this thesis is grounded in nearly two years of experience interning at UTC Aerospace Systems (UTAS). I was able to gain a wide exposure to different facets of the supply chain management organization during my time as an intern, from strategic sourcing and commodity management, to tactical procurement and supplier development. In each of these respective areas, I observed a variety of initiatives that did not reach their full potential because employees were not provided the tools for success. One of these areas in particular is the New Product Introduction (NPI) process management, in which there is not a standard process for program managers to follow from start to finish. I saw this as an opportunity to hone in the scope of my thesis research and experience at UTAS to improve a process and provide standard work and tools for it to be consistently executed. The current state process is not formalized \u2014 it merely tracks certain metrics that are not necessarily applicable to the overall health of the program because they do not monitor the progress of the program. This resulted in heavy costs incurred from inadequate planning, a skewed timeline, and customer frustration. The aim of the desired state NPI process is to gather cross-functional expertise and weigh in, adhere to a strict entry to market timeline, and increase customer satisfaction, all while minimizing costs incurred throughout the life of the program. The dominant output of this project will be a cross-functional flow chart of the process for each group to follow and standard work and tools to support the process across a variety of NPI program applications.
ContributorsThorn, Taylor Aiko Marie (Author) / Brown, Steven (Thesis director) / Arrigoni, Gregory (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
136491-Thumbnail Image.png
Description
This thesis will examine market research relating to consumer food trends and the business environment of Austin, Texas in order to evaluate the initial feasibility of establishing a small hydroponic produce farm. A main concern of this report is to provide a general overview of hydroponics and its potential advantages

This thesis will examine market research relating to consumer food trends and the business environment of Austin, Texas in order to evaluate the initial feasibility of establishing a small hydroponic produce farm. A main concern of this report is to provide a general overview of hydroponics and its potential advantages over traditional farming methods as a technique for producing food products for consumers in a local setting. To explore the potential of establishing such a venture, this report will also include a partial business plan focusing on the marketing strategy of initiating a hydroponic produce farm in Austin.
ContributorsShriver, John Andrew (Author) / Schmitz, Troy (Thesis director) / Manfredo, Mark (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
136521-Thumbnail Image.png
Description
Derived from the idea that the utilization of sustainable practices could improve small business practice, this honors thesis offers a full business assessment and recommendations for improvements of a local, family-owned coffee shop, Gold Bar. A thorough analysis of the shop's current business practices and research on unnecessary expenses and

Derived from the idea that the utilization of sustainable practices could improve small business practice, this honors thesis offers a full business assessment and recommendations for improvements of a local, family-owned coffee shop, Gold Bar. A thorough analysis of the shop's current business practices and research on unnecessary expenses and waste guides this assessment.
ContributorsSorden, Clarissa (Co-author) / Boden, Alexandra (Co-author) / Darnall, Nicole (Thesis director) / Dooley, Kevin (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / W. P. Carey School of Business (Contributor) / Department of Management (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
136312-Thumbnail Image.png
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
136396-Thumbnail Image.png
Description
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
133701-Thumbnail Image.png
Description
This thesis consisted in taking the preliminary steps in starting a business. Teamed up with a seasoned entrepreneur, we created a thorough Business Plan, Pro Forma and Investor presentation documents, all of which have been and still are being used in the process of creating the business. The business is

This thesis consisted in taking the preliminary steps in starting a business. Teamed up with a seasoned entrepreneur, we created a thorough Business Plan, Pro Forma and Investor presentation documents, all of which have been and still are being used in the process of creating the business. The business is in the competitive eSports industry, and involved camps and leagues targeted to youth ages 8-15. We have launched the first camp, and are in talks with investors and key strategic partners.
ContributorsHeiler, George (Co-author) / Gaynor, Tristan (Co-author) / Murphy, Kevin (Co-author) / Neck, Christopher (Thesis director) / McLurg, Dave (Committee member) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
136992-Thumbnail Image.png
Description
Monocular is a user engagement application that offers a website owner the opportunity to track user behavior and use the data to better understand the site's strengths and weaknesses in terms of user satisfaction and motivation. This data allows the customer to make improvements to a website, resulting in a

Monocular is a user engagement application that offers a website owner the opportunity to track user behavior and use the data to better understand the site's strengths and weaknesses in terms of user satisfaction and motivation. This data allows the customer to make improvements to a website, resulting in a better user experience and potential for an improved bottom line.
ContributorsHooke, Wade (Co-author) / Ortiz-Monasterio, Diego (Co-author) / Clark, Joseph (Thesis director) / Prince, Linda (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-05