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There is a disconnect between the way people are taught to find success and happiness, and the results observed. Society teaches us that success will lead to happiness. Instead, it is argued that success is engrained in happiness. Case studies of four, established, successful people: Jack Ma, Elon Musk, Ricardo

There is a disconnect between the way people are taught to find success and happiness, and the results observed. Society teaches us that success will lead to happiness. Instead, it is argued that success is engrained in happiness. Case studies of four, established, successful people: Jack Ma, Elon Musk, Ricardo Semler, and William Gore, have been conducted in order to observe an apparent pattern. This data, coupled with the data from Michael Boehringer's story, is used to formulate a solution to the proposed problem. Each case study is designed to observe characteristics of the individuals that allow them to be successful and exhibit traits of happiness. Happiness will be analyzed in terms of passion and desire to perform consistently. Someone who does what they love, paired with the ability to perform on a regular basis, is considered to be a happy person. The data indicates that there is an observable pattern within the results. From this pattern, certain traits have been highlighted and used to formulate guidelines that will aid someone falling short of success and happiness in their lives. The results indicate that there are simple questions that can guide people to a happier life. Three basic questions are defined: is it something you love, can you see yourself doing this every day and does it add value? If someone can answer yes to all three requirements, the person will be able to find happiness, with success following. These guidelines can be taken and applied to those struggling with unhappiness and failure. By creating such a formula, the youth can be taught a new way of thinking that will help to eliminate these issues, that many people are facing.
ContributorsBoehringer, Michael Alexander (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Management (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The Information Measurement Theory proposes that Type A people are perceptive and Type A people are capable of quicker change/adaptation. This study evaluated how transparency with past and present environments predicts their ability to grow and change in their current environment. People responded to a survey based on statements about

The Information Measurement Theory proposes that Type A people are perceptive and Type A people are capable of quicker change/adaptation. This study evaluated how transparency with past and present environments predicts their ability to grow and change in their current environment. People responded to a survey based on statements about personal life, specifically their relationship to their parents and the effect their parents have on their personal life. If a participant answered a certain way on the survey, they were asked for a further interview to evaluate IMT beliefs and environment beliefs more closely and specifically. The answers were evaluated using correlations, linear regression and a t-test. The results implicated that transparency is indicative of growth in Type C personalities but not necessary for growth in Type A personalities. The results also implicated that non-profit organizations are beneficial to growth in society.
ContributorsPelech, Ashley Anne (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2014-12
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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
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
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Description
The purpose of this research is to gain a deeper understanding of the often-despised financial sector while exploring the parallels it reflects in our society. Information Measurement Theory was applied to several aspects of life apparent in both the financial sector and our society in order to discover parallels present

The purpose of this research is to gain a deeper understanding of the often-despised financial sector while exploring the parallels it reflects in our society. Information Measurement Theory was applied to several aspects of life apparent in both the financial sector and our society in order to discover parallels present in both. By analyzing the financial sector against our society as a whole, it becomes apparent that the financial sector's composition of individuals reflects that of our societies and is a close representation. Further, the financial sector is able to reflect the importance of information and how individuals react to and justify good and bad results from decision-making. In all our despise of the financial sector is nothing more than the loathe of inherent flaws in our society as a whole.
ContributorsHappe, John Nicholas (Author) / Kashiwagi, Dean (Thesis director) / Sullivan, Kenneth (Committee member) / Barlish, Kristen (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Psychology (Contributor)
Created2013-05
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Description
The Information Measurement Theory (IMT) is a revolutionary thinking paradigm. Its principles allow an individual to accurately perceive reality and simplify the complexities of life. To understand IMT, individuals start by first recognizing that everything must follow natural law and cause and effect, that there is no randomness, and that

The Information Measurement Theory (IMT) is a revolutionary thinking paradigm. Its principles allow an individual to accurately perceive reality and simplify the complexities of life. To understand IMT, individuals start by first recognizing that everything must follow natural law and cause and effect, that there is no randomness, and that everyone changes at a certain rate. They then move on to understanding that individuals are described by certain characteristics that can be used to predict their future behavior. And finally, they discover that they must learn to understand, accept, and improve themselves while understanding and accepting others. The author, who has spent a considerable amount of time studying and utilizing IMT, believes that IMT can be used within the field of psychology. The extraordinary results that IMT has produced in the construction industry can potentially be produced in a similar fashion within the psychology field. One of the most important principles of IMT teaches that control or influence over others does not exist. This principle alone differentiates IMT from the traditional model of psychology, which is dedicated to changing an individual (through influence). Five case studies will be presented in which individuals have used the principles of IMT to overcome severe issues such as substance abuse and depression. Each case study is unique and exhibits a remarkable change within each individual.
ContributorsMalladi, Basavanth (Author) / Kashiwagi, Dean (Thesis director) / Sullivan, Kenneth (Committee member) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Mindfulness-based stress reduction (MSBR) is a clinically standardized meditation process that has been shown to facilitate the treatment of a variety of mental and physical disorders. The known efficacy of mindfulness-based stress reduction is derived from research on participants who are defined as unhealthy in some form. The potential benefits

Mindfulness-based stress reduction (MSBR) is a clinically standardized meditation process that has been shown to facilitate the treatment of a variety of mental and physical disorders. The known efficacy of mindfulness-based stress reduction is derived from research on participants who are defined as unhealthy in some form. The potential benefits of mindfulness-based stress reduction for individuals who are considered to be healthy is under-studied, as less attention has gone into this subject area. Information Measurement Theory is a predictive theory that simplifies reality, and through this logical simplification, allows people to predict and see into the future. The concepts that are central to Information Measurement theory are natural laws, unique conditions, and relationships of unique conditions between the past, present, and future and the event model. This project aims to answer the question of if individuals, who are considered to be healthy, experience the same beneficiary results, that mindfulness-based stress reduction models execute, through the conception and knowledge of Information Measurement Theory. This study aims to compare MBSR and IMT in order to determine the consequences of each on the individual. The purpose of this study is also to highlight the promising success that Leadership Society of Arizona has achieved through the teaching of IMT in leadership courses.
ContributorsPirotte, Genevieve Katherine (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
To many people, shopping is just a chore that needs to be done in order to get groceries, household supplies and clothing. To others, shopping is a sacred time where people relieve themselves of all stress and worries by spending money. Going into the mall with a lot on ones

To many people, shopping is just a chore that needs to be done in order to get groceries, household supplies and clothing. To others, shopping is a sacred time where people relieve themselves of all stress and worries by spending money. Going into the mall with a lot on ones mind can be dangerous because as soon as one become distracted with items in the stores, they can truly get whisked away in spending money. Spending money and buying luxury goods actually brings a lot of excitement to people's lives. Retail therapy is defined as method to positively improve one's mood through shopping (Yarrow 2013). About 62% of consumers have purchased something to cheer themselves up and another 28% had purchased as a form of celebration (Atalay 2011). More than half of Americans participate in some sort of retail therapy in their day-to-day lives (Yarrow 2013). Retail therapy is so prevalent in people's lives because of its basis that people are striving for self-regulation of their happiness or looking for a quick and easy happiness booster. If people are motivated to want to look good or feel better about them, they are self-regulating to where they strive for these goals, which leads them to partake in retail therapy. Shopping is a chance of finding visualization for their future lives. When people go shopping and see a certain item, they automatically picture themselves in the item and what event they will be wearing the item to. It is so easy to get mentally lost during a shopping spree due to these expectations and visualizations that it feeds into people's heads. The happiness boost, the high expectations and the escape from reality are the main factors as to why shopping does indeed make people happier. This thesis will observe the concept of Retail therapy and whether or not it actually makes people happier
ContributorsDawoud, Mariam (Contributor) / Higbee, Yasmine (Contributor) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Finance (Contributor) / Hugh Downs School of Human Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05