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The purpose of this thesis is to examine the current state of the brick-and-mortar bookselling industry, with particular focus on independent bookstores and their strengths and weaknesses, and synthesizing recommendations for these bookstores to reinvent themselves in a rapidly changing market. This examination is highly relevant given recent concerns that,

The purpose of this thesis is to examine the current state of the brick-and-mortar bookselling industry, with particular focus on independent bookstores and their strengths and weaknesses, and synthesizing recommendations for these bookstores to reinvent themselves in a rapidly changing market. This examination is highly relevant given recent concerns that, with the rise of e-retailers like Amazon and the closure of bookstore chain Borders, brick-and-mortar bookstores may be superseded by new digital vendors. Independent bookstores are thought to be at a particular disadvantage to these retailers, given their limited size and resources, as well as the lack of capital or consumer base that a larger chain like Barnes and Noble can draw upon to invest in emerging technology. With these more limited financial opportunities, independent bookstores must find different ways to not only keep abreast of the technology that consumers are coming to expect from modern businesses, but attract customers.
To gain insight into the state of the industry and current position of independent bookstores, I will first examine the past fifty years of the brick-and-mortar bookstore, followed by a Porter’s Five Forces analysis of the industry threats and a SWOT analysis to compare the strengths and weaknesses of independent bookstores. Next, the patrons of independent bookstores will be discussed with a focus on the two largest consumer groups of Millennials and Baby Boomers, their characteristics, and the opportunities they provide to bookstores. After this there will be an exploration of the competitors to brick-and-mortar bookstores, focusing on Amazon and then touching on some of the other rivals to bookstores’ consumer base. The next section will be an in-depth analysis of a variety of bookstores across the United States, with attention to their successful practices, goals, concerns, and failures. First, there will be a comparison of industry success and failure through case studies of Borders and Powell’s bookstores. Next, there will be a comparison of five beloved independent bookstores across the country to share their varied competitive advantages that are the secret to their success. Finally, there are primary source interviews with the employees of three major Phoenix bookstores, which provide insight into the goals, current projects, attitudes, and inner strengths of these businesses. Finally, the thesis will conclude with a section offering solutions and suggestions for independent bookstores to pursue based on the primary and secondary research discussed above. These recommendations are focused on five key areas:
• Community
• Consumers
• Store Design
• Technology
• Diversification
Ultimately, the information provided by this research and these interviews indicates that while vital business changes are being pursued by independent and chain bookstores across the United States, the independent bookstore shows no signs of disappearing in favor of online vendors or e-readers.
ContributorsPorrell, Kelly Maria (Author) / Montoya, Detra (Thesis director) / Schlacter, John (Committee member) / School of Historical, Philosophical and Religious Studies (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Gamification is the idea of “gamifying” work, to make it more intrinsically motivating. This is an incredibly important aspect of management theory because it gives a different approach to the age old question, how do I motivate my employees to perform better? This study not only looks at gamification, what

Gamification is the idea of “gamifying” work, to make it more intrinsically motivating. This is an incredibly important aspect of management theory because it gives a different approach to the age old question, how do I motivate my employees to perform better? This study not only looks at gamification, what it is, and how it is used successfully and unsuccessfully; but also looks at gamification from a different light. This study dives into the idea of employee gamification, or when employees “gamify” their own work to keep themselves motivated, without the direction or guidance of a manager. Most importantly, this study looks at the correlation between gamification, likeness of manager, enthusiasm, physical engagement, and a few other variables to figure out what truly is the driving force behind employee motivation. Without the study and proper application of gamification, both managers and employees could be missing out on the potential to increase motivation dramatically, thus in turn creating a more efficient and productive work environment. At the end of the day, every single company is concerned with efficiency; and increasing it should be of the highest concern. This study looks at the potential benefits of gamifying work, while also figuring out what truly is the driving force behind workplace motivation.
ContributorsRosen, Joshua Harry (Author) / Baer, Michael (Thesis director) / Welsh, David (Committee member) / Department of Finance (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description

In the past decade, the use of mobile applications, specifically mobile applications focused on improving the health and fitness of users, has increased exponentially. As more consumers look towards mobile health applications to improve their health through dieting, exercise, and weight management, it is important to analyze how the concept

In the past decade, the use of mobile applications, specifically mobile applications focused on improving the health and fitness of users, has increased exponentially. As more consumers look towards mobile health applications to improve their health through dieting, exercise, and weight management, it is important to analyze how the concept of gamification can encourage sustained interaction and approval of these health-focused applications. This thesis aims to understand the prevalence of gamification amongst a large sample of health and fitness applications, identify and code the gamification features used in these apps, and finally, understand how different gamification features relate to the popularity and willingness to advocate using eWOM on behalf of a mobile app.

ContributorsBaugh, Monica (Author) / Dong, Xiaodan (Thesis director) / Montoya, Detra (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05