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- All Subjects: Technology
- Creators: Department of Information Systems
- Creators: Dean, W.P. Carey School of Business
- Resource Type: Text
Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern countries of the world, primarily Southeast Asia, and compares it to the possibility of replication in the Western countries of the world, primarily the United States and Brazil. It examines the specific factors that caused mobile gaming and thus mobile esports to flourish in the East Region of the world. The thesis additionally incorporates current attitudes towards esports and mobile esports in the United States and discusses the viewpoints of consumers in those specific areas. This research uses primary data and literature synthesis to ultimately increase knowledge on how mobile esports has risen in popularity in various Asian countries and whether or not mobile esports can thrive in a different environment such as the United States.<br/><br/>This thesis takes data from the “Newzoo Global Esports Market Report” conducted in 2020 by Newzoo. This report does the following:<br/>- dives deep into the global and regional esports economy<br/>- provides a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises<br/>- highlights financial and statistical trends for the esports industry in the future<br/><br/>Overall the thesis finds that mobile esports have succeeded in the Asian market due to an established demographic of esports fans and players, mobile first consumers, and wide technology network in Asia. Data analysis finds that currently many American gamers still find mobile gaming to be “boring” and ultimately that cultural attitude, generational shifts, and the ideal game need to align for mobile esports to succeed in the United States.
Our team was tasked with creating a business model for a piece of technology developed by NASA. We then had to launch said business and find a way to measure its traction in a specific niche market.
Since its introduction, the use of technology has been rapidly expanding and has been integrated into almost every aspect of daily life. Alongside this growth, there has been an increasingly urgent movement for sustainability and to fight climate change. Because technology is so prevalent in society today, it is important to understand how the use of technology relates to sustainability and climate change. While technology has been beneficial to society, it requires vast amounts of energy to power, which causes significant environmental degradation. On the other hand, technology also has provided useful in reducing carbon emissions and mitigating the effects of climate change. This can be seen in areas such as efficient transportation and logistics systems and smart cities. Thus, technology has the potential to positively impact the environment, but its negative effects must also be reduced. Technology companies also play a large role in the reduction of carbon emissions, as they provide much of the services and technology that we use today. Companies such as Google, Amazon, and Microsoft have all made commitments to sustainability, and it is important that they are held accountable to these commitments. Additionally, as new technologies emerge, their environmental impact must also be calculated. The findings of this thesis show that the main negative impacts of technology come from its energy use and its life cycle, while the main positive impacts come from its indirect effect on production processes, systems, and industries. In the long-term, these indirect positive effects are expected to increase, but the energy demands of technology will also increase. Therefore, managing the energy demands of technology while also allowing for increased efficiency and reductions in carbon emissions is the main challenge that companies face regarding sustainability.
TradeUp is primarily developed to cater to K-12 institutions. This means that a school would purchase a future commercial version of TradeUp. Once this is done a local database would be created in the school’s network and hosted on a server. This would allow for students to access the application by downloading it from the school’s website and would create a local network for the program to exclusively function in. This would allow for students in a school to trade textbooks amongst each other.
TradeUp is currently not available for purchase or for official use. The application is fully functional, and a version of the program can be downloaded in its totality from GitHub through the following link:
https://github.com/mgutie36/TradeUp
It is important to note that for the application to function on your laptop you must be utilizing a Windows machine. Furthermore, you must also utilize the create SQL statements found in “Create.txt” file located in the Bin/Debug folder of the solution in order to create a local database on your machine using Microsoft SQL Server Management Studio. Once that is completed you must replace the connection string in the solution with the connection string that was just created on your machine.