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Industry is changing. Businesses are plagued with problems of inefficiency, ineffectiveness, and waste. Many of these issues arise from some common mistakes within established management structures; these issues include lack of expertise in leadership positions, lack of unity across the organization, and imbalance within the business. Using Information Measurement Theory,

Industry is changing. Businesses are plagued with problems of inefficiency, ineffectiveness, and waste. Many of these issues arise from some common mistakes within established management structures; these issues include lack of expertise in leadership positions, lack of unity across the organization, and imbalance within the business. Using Information Measurement Theory, the Kashiwagi Solution Model, and leadership theories, this thesis presents a simple approach to creating a business structure through explaining the basic tenets of a successful modern business. It was determined that the first and most important task of a business is to set realistic long-term goals for the organization. This thesis proposes that the basic needs of a successful business also includes having the right individuals, team formation, positive leadership, and the proper alignment of resources. It was found that it is best to hire individuals that exhibit some Type A characteristics because those individuals are likely to effectively carry out the goals of the business. Forming these individuals into small teams increases their processing speeds and encourages a balance of accountability, innovative solutions, and a network of learning. Furthermore, consistent, positive leadership that lives the company culture is a key element to successfully maintaining the business vision and maximizing associate effectiveness. It was also determined that aligning the organization to work towards the business vision can be performed through implementing a flat structure, placing individuals in roles that maximize effectiveness, and establishing the right business goals so that there is a consistent business vision at all levels of the organization. This thesis also provides guidance on how to implement these tenets in a simple, dominant way. Ultimately, the four proposed tenets working in unison towards business goals can lead to a successful and adaptable modern business.
ContributorsMeade, Payton Drew (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Chemical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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
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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
The story of Moneyball is an informative tale. It is the true story of the Oakland Athletics baseball team in the 2002 season who managed to not only compete with teams who had nearly three times the payroll size and all the star players, but also won an American League

The story of Moneyball is an informative tale. It is the true story of the Oakland Athletics baseball team in the 2002 season who managed to not only compete with teams who had nearly three times the payroll size and all the star players, but also won an American League record 20 games in a row. Their manager, Billy Beane, was able to achieve this by using sabermetrics, a newly invented term that describes the advanced statistics and metrics used to judge a player's contribution to the success of the team over traditional statistics and gut feeling, to draft and trade for undervalued players to create a competitive team under his small-market budget. This story is well known as a best-selling novel by Michael Lewis and later a film by the same name. Clearly it was successful in the field of baseball, but can it be used in other business industries? The idea of sabermetrics, or finding more information to predict the future of a player is very similar to the ideas of Information Measurement Theory (IMT) as theorized by Dr. Dean Kashiwagi, a professor at Arizona State University. The goal of this paper is to use Moneyball as a narrative to show how applying the concepts of IMT to businesses could allow them to better predict their performance and the future of their industry. Moreover, these same ideas can predict if the leadership of the company will be successful by analyzing their personal characteristics. This paper will act as a guide for businesses to start following the concepts of IMT and to better analyze themselves and their industry to increase performance and reduce stressful decision-making.
ContributorsKent, Austin (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Socks + Boxers began as a simple idea on a trip through Victoria's Secret as a solution to the lack of choice in quality and affordable undergarments for men. Currently, there is no central hub for men's socks and underwear. Customers shopping for men's undergarments have few choices currently: purchase

Socks + Boxers began as a simple idea on a trip through Victoria's Secret as a solution to the lack of choice in quality and affordable undergarments for men. Currently, there is no central hub for men's socks and underwear. Customers shopping for men's undergarments have few choices currently: purchase an inexpensive, average quality, predetermined pack of Hanes, Fruit of the Loom, or other common undergarment brand from a store like Walmart or Target; shop for individual pieces of expensive designer underwear at a high-end department store such as Nordstrom; or, finally, purchase slightly above average quality, but fairly expensive, brand name undergarments at physical stores such as American Eagle, Urban Outfitters, or Abercrombie & Fitch, or online stores such as MeUndies. Socks + Boxers seeks to combine the accessibility and reliability of common undergarment brands, the quality and luxury-feel of high-end undergarments, and the concept of choice provided by stores that sell men's undergarment lines into a single business. We also plan to tap into the booming subscription services industry and create a way for customers to easily update and replenish their undergarment wardrobe on a regular basis with exactly what they want. In order to start out on the right foot and begin developing this business plan from the ground up, we began researching and developing a Business Model Canvas, a tool that breaks out necessary pieces of a successful business plan into easy to understand blocks. We took a critical look at the problem at hand, its potential solutions, the value the solutions provide, how we plan to start, grow, and nourish our customer base, and much more. The different pieces of this business model puzzle all come together in the following pages.
ContributorsBernat, Johnathon (Co-author) / Braaten, Joshua (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05