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When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsKlein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of International Letters and Cultures (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Battered is a socially responsible bakery focused on providing prevention awareness, education, and donations to sexual violence awareness and aid. The bakery model will provide education resources within each order on the problem and current availability of aid and donations for local and national charities that assist in sexual violence

Battered is a socially responsible bakery focused on providing prevention awareness, education, and donations to sexual violence awareness and aid. The bakery model will provide education resources within each order on the problem and current availability of aid and donations for local and national charities that assist in sexual violence aid and awareness. In order to assist in prevention and aid, Battered will create a safe environment and non-confrontational outlet for a taboo conversation; offering sweet treats in conjunction with aid and education of sexual violence awareness. Additionally, the company will donate 10% of all profits to local and national organizations that help victims of sexual violence.

ContributorsBitzan, Marie Catherine (Author) / Byrne, Jared (Thesis director) / Livengood, Scott (Committee member) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Cohab is an online platform (App, social media, and website) with a mission to make the search for student housing simple and convenient by using predictive analytics on a client-feedback database to match students to off-campus housing options that fit their wants and needs. Cohab seeks to launch by testing

Cohab is an online platform (App, social media, and website) with a mission to make the search for student housing simple and convenient by using predictive analytics on a client-feedback database to match students to off-campus housing options that fit their wants and needs. Cohab seeks to launch by testing the market of how ASU students looking for off-campus housing would enjoy a speed-matching service to ease them through the housing and housemate search process.
ContributorsSo, Chun Wai Stephen (Author) / Koretz, Lora (Thesis director) / Tracy, Lea (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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After traveling to both Germany and Austria and attending traditional festivals such as Oktoberfest in Munich and the famous Christkindl Markets in Salzburg and Innsbruck, we were both inspired by our cultural and culinary experience. This also fostered confusion as to why German and Bavarian cuisine was an underrepresented food

After traveling to both Germany and Austria and attending traditional festivals such as Oktoberfest in Munich and the famous Christkindl Markets in Salzburg and Innsbruck, we were both inspired by our cultural and culinary experience. This also fostered confusion as to why German and Bavarian cuisine was an underrepresented food category in the U.S.

We completed in depth secondary research, focusing on environmental trends (social, economic, technological, political/legal, and natural) that affect the business environment in America, as well as produced a current market analysis of the American restaurant industry. This market analysis includes the discovery and evaluation of the history of the American restaurant industry, its evolution, its forecasted trends, and more specifically, taking a closer look at the nearly visible presence German cuisine establishments currently represent in America’s marketplace. By uncovering forecasted trends and determining the important presence the restaurant industry holds in America’s economy, we confirmed that designing and opening a German inspired restaurant is a great investment in an industry that continues to grow and prosper.

Before settling on a concept, we tested three unique German inspired models. Option 1, Prost, uniquely resembles a bar. Prost is described as a very casual and spacious beer garden placing an emphasis on quality German beer and small shared plates or appetizers. In contrast, option 2, Geister Haus is described as an upscale sit down restaurant that not only provides a wide selection of beer, wine, and spirits, but also an extensive menu with traditional German plates. Geister Haus is meant to provide its consumers with the authentic German experience. Lastly, option 3, Das Good is a modern concept that creates a fusion of German and American culture by providing traditional German specialties with a twist.

After conducting a survey testing all three concepts, the feedback we received from our test subjects (41 individuals representing diverse demographics) confirmed that Das Good was the most interesting German inspired concept that they would most likely visit. However, Prost was a close second, and many respondents suggested a combination of the two concepts; that is how the finalized Das Good restaurant was formed. Das Good’s business plan includes:
Company mission and values centered around diversity, community, and celebration
Target consumer profile otherwise known as Jackson Nelson that represents the specific demographic and psychographic qualities of a potential consumer we intend to attract
Competitive analysis of three carefully selected primary competitors (The Yard at Culinary Dropout, Brat Haus, and Pedal Haus Brewery) located within the Valley
Beyond the details of our business plan, we placed an emphasis on the marketing campaigns and design aspects of Das Good. For example, we researched three specific locations in which we will consider to invest, and developed a full menu including item descriptions and prices. We focused on physical evidence of store blueprints including indoor seating and outdoor patio layout and explained the value of our community centered open floor plan. Finally, we crafted a two-fold marketing plan that integrates digital exposure via local influencers and customer engagement via prize-worthy games featured at music, arts, and food festivals.
ContributorsWillett, Sydney (Co-author) / Doloresco, Sophia (Co-author) / Trujillo, Rhett (Thesis director) / Schlacter, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This project was performed to uncover new trends and insights in the fields of entrepreneurship and emerging technology for 2019 and then compare these trends to the landscape at Arizona State University. The 2019 South by Southwest Interactive Conference and Trade Shows were attended by the researchers and the experience

This project was performed to uncover new trends and insights in the fields of entrepreneurship and emerging technology for 2019 and then compare these trends to the landscape at Arizona State University. The 2019 South by Southwest Interactive Conference and Trade Shows were attended by the researchers and the experience was captured on video. In addition, the information and trends uncovered at this conference were used to direct secondary research that ultimately culminated into a final presentation that highlights new and positive courses of action for Arizona State’s entrepreneurship and innovation programs that will continue their growth on a national and international basis. This paper serves as scholarly support and evidence of the researcher’s suggestions in the final presentation.
ContributorsSwiszowski, Cole (Co-author) / Rost, Tanner (Co-author) / Trujillo, Rhett (Thesis director) / Sebold, Brent (Committee member) / Department of Management and Entrepreneurship (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This paper will analyze the growth of a student-founded business as a result of ASU entrepreneurship resources and in-depth market analysis. Promotional merchandise is any product branded with a logo or slogan and distributed at little or no cost to promote a brand, corporate identity, or event. The market size

This paper will analyze the growth of a student-founded business as a result of ASU entrepreneurship resources and in-depth market analysis. Promotional merchandise is any product branded with a logo or slogan and distributed at little or no cost to promote a brand, corporate identity, or event. The market size is $24.7 billion with temporary tattoos accounting for $716.3 million of this market. The typical promotional product supplier does not specialize solely in one product and often has minimum orders of 500 tattoos or greater. The format to purchase has a single logo submission forum and no option to customize the design further.
Millennials" aged 18-36 make up the largest consumer group in history. Traditional promotional products offered by businesses are not resonating with young adults who are driven by engaging experiences. Festival Ink provides a “promotion that sticks”, selling temporary tattoos specifically designed with millennials in mind. Temporary tattoos are a wearable promotional product that are cost-effective, eco-friendly, and interact with a customer for up to three days. The arrangement of this thesis is as follows: The arrangement of this thesis is as follows: Chapter 1 will take a look at the history of temporary tattoos as well as provide background information on Festival Ink. Chapter 2 explores market research and validation including target market and competitive analysis. Chapter 3 follows the seed funding process and pitch materials featured in Venture Devils pitch playoffs and demo day as well as founder feedback. Chapter 4 will address web development and practical marketing techniques. Finally, Chapter 5 will conclude with the future of the business and practical lessons from ASU classes and resources.
ContributorsLevine, Sera Anne Y (Author) / Trujillo, Rhett (Thesis director) / Schoonover, Breanna (Committee member) / Department of Management and Entrepreneurship (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
A market analysis on the boutique fitness industry, as well as financial plans and logistical planning of creating a unique indoor cycling studio in the greater Scottsdale area. Through competitive, financial, and technological analyses one is able to better understand the breadth and scope of the growing fitness industry as

A market analysis on the boutique fitness industry, as well as financial plans and logistical planning of creating a unique indoor cycling studio in the greater Scottsdale area. Through competitive, financial, and technological analyses one is able to better understand the breadth and scope of the growing fitness industry as well as see the potential risks and benefits in opening a small business in this arena.
Health and wellness can be found all throughout the market nowadays. Whether it be from the food people eat or the money people spend on self-care, this trend has created a significant niche in today’s market. Create Cycle is the next big player to be stepping into the mayhem that is the health and wellness industry. Create Cycle is a new indoor cycling experience located in Scottsdale, Arizona. Its mission: to provide people with an unforgettably positive fitness experience where each and every person feels empowered to create love for themselves through state-of-the-art technology. With the fitness industry is quickly growing, and it is imperative for Create Cycle to differentiate itself within the Scottsdale market. Create Cycle will be, in theory, based around an entire experience. The classes will consist of some of the best talent and training one can find in the valley. This will be done through a specific hiring process and strategic organizational structure. The goal is to let experiences in class lead to a strong community following, where Create Cycle becomes the place to be. Its vision: to one day break down the notions of exercising solely for physical appearance but rather for one’s own happiness and for those around them in a larger frame of mind.
ContributorsMyers, Claire Elizabeth (Author) / Trujillo, Rhett (Thesis director) / Laughlin, Drew (Committee member) / Department of Information Systems (Contributor) / Department of Management and Entrepreneurship (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
ART VR LLC is a virtual reality art gallery software company. The company was founded by Phillips Andrew Koss IV in 2018. The goal of the company is to give art galleries the opportunity to exhibit their artwork in a virtual reality headset. This is achieved through the development of

ART VR LLC is a virtual reality art gallery software company. The company was founded by Phillips Andrew Koss IV in 2018. The goal of the company is to give art galleries the opportunity to exhibit their artwork in a virtual reality headset. This is achieved through the development of the industry changing Virtual Reality application called Viewing Room. The very nature of art and its personal connection to the buyer makes it difficult for both the consumer and the seller to properly showcase the artwork without seeing it in person. In the increasingly online world of fine art there exists a disconnect between the art seen available online and the actual feel of the artwork in a space. The dimensions of an artwork can never be fully captured by a photograph as well as the colors and beauty of a piece of art depend entirely on how it is viewed. This creates an issue for galleries who deal with clients from all over the world as they have the issue of trying to sell a piece of artwork whose size cannot be fully grasped. The current solution is to have either the clients come into the gallery to view the work, ship it to them to see for themselves, or even attempt to show them a picture of it through the internet or mail relying on their sense of space and imagination to see how it would look. These ways cost time, money, and most of all potential sales. The Viewing Room application is positioned to become one of the few virtual reality applications tailored towards fine art galleries. The Viewing Room once used in a gallery setting allows the gallery to upload their artwork into the headset and the user can view the art and change various setting from frame, to mat color, to distance away to properly view the artwork without having to see it in person. The timing of this endeavor is well suited for success as VR technology has become affordable for use in commercial stores and the art world is moving more towards a digital presence.
ContributorsKoss, Phillips Andrew (Author) / Filley, Richard (Thesis director) / Cho, Steve (Committee member) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The On Par Golf team loves and respects the fulfilling game of golf and understands the positive impact it can make in the lives of others. With this in mind, On Par Golf strives to ensure golf ball equipment cost is not a deterrent of play and the game is

The On Par Golf team loves and respects the fulfilling game of golf and understands the positive impact it can make in the lives of others. With this in mind, On Par Golf strives to ensure golf ball equipment cost is not a deterrent of play and the game is accessible to all who wish to enjoy it. To better meet this objective, On Par Golf’s competitive differentiation strategy plan serves as a short-term strategic operational plan to determine business best practices and future courses of action. This plan is designed to be quantifiable and versatile to the changing business environment. Over the next three to five years, On Par Golf will be continuing in its growth stage in the business lifecycle, rapidly expanding to support annual volumes by 2022. This document focuses on two major business functions: Supply Chain and Marketing. Each initiative is designed to address specific challenges and create opportunities for improvement in their respective categories to better position On Par Golf for future competitive success. After a variety of internal and external analyses as well as competitive benchmarking, unique approaches were developed for On Par Golf to use to grow its market share and presence. As a result, this strategy determined new methods of demand creation for competitive differentiation and refines the demand fulfillment process for On Par Golf to better serve emerging customer needs.
ContributorsEngland, Kyle Kasem (Co-author) / Faulkner, Darian (Co-author) / Denning, Michael (Thesis director) / Wiedmer, Robert (Committee member) / Department of Management and Entrepreneurship (Contributor) / Department of Supply Chain Management (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
After having worked in the legal field for two years, I began to notice a pattern with clients. Several clients had an unrealistic view of the court system regarding trial proceedings. Oftentimes, I would come across clients that were perplexed by the idea of disclosing witnesses and exhibits to the

After having worked in the legal field for two years, I began to notice a pattern with clients. Several clients had an unrealistic view of the court system regarding trial proceedings. Oftentimes, I would come across clients that were perplexed by the idea of disclosing witnesses and exhibits to the opposing party before trial. They seemed to believe that evidence was only meant to be disclosed at the time of trial, so as to surprise the opposing side. This is just one of the many distorted ideas that several people have come to me with. I can see that clients feel upset and overwhelmed by how the reality of court differs from the court that they had been imagining. These patterns in client questions and realizations began my thinking of how to better raise awareness to Americans regarding realistic dealings in the courtroom. My desire to find a means to help people unfamiliar with the legal system better understand the rules of the court, paired with my love for card games, led me to create Judge and Jury, a card game about the legal system. Judge and Jury is a game that is meant to simplify concepts of the legal system through playing cards. Each rule in the game corresponds with real-life court rules and is meant to allow people to play out "court trials' through each round of the game. The correlations between the game rules and real-life court rules are subtle to keep players engaged and entertained. The subtleness allows players to grasp legal concepts without feeling overwhelmed. Game Website: https://judgeandjurygame.weebly.com/
ContributorsHomewood, Alexa (Author) / Eaton, John (Thesis director) / Wood, Robert (Committee member) / Department of Management and Entrepreneurship (Contributor) / W.P. Carey School of Business (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05