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The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (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 purpose of this creative thesis project is to create the framework of an educational class package based off of a course offered at Arizona State University. The course chosen for this project is an honors course titled Deductive Logic: Leadership and Management Techniques and is taught by Dean Kashiwagi,

The purpose of this creative thesis project is to create the framework of an educational class package based off of a course offered at Arizona State University. The course chosen for this project is an honors course titled Deductive Logic: Leadership and Management Techniques and is taught by Dean Kashiwagi, PhD. The class package is designed to be published over an online platform so students and professors from various institutions can access the material. Currently the platform is in its final stages of development and is slated to go live on July of 2014. The future development of the package will be geared towards facilitating interdisciplinary collaboration between institutions based off of course concepts.
ContributorsGunnoe, Jake Alan (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Del E. Webb Construction (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
Description
The purpose of this research paper is to examine the current state of Arizona's public K-12 education system and offer tangible solutions to improve it. An overview of the state's educational funding and performative rankings reveals a deeply disadvantaged system that especially disadvantages low income students. Arizona continually ranks in

The purpose of this research paper is to examine the current state of Arizona's public K-12 education system and offer tangible solutions to improve it. An overview of the state's educational funding and performative rankings reveals a deeply disadvantaged system that especially disadvantages low income students. Arizona continually ranks in the bottom quartile in the nation for both K-12 performance and public education spending. By examining the best practices employed by some of the highest-ranking school systems in the world and reconfiguring them to fit Arizona, the state can significantly improve its national and international rankings. Research was conducted into four Scandinavian countries and four Southeast Asian countries selected based on 2016 K-12 Achievement Scores, Gross National Happiness Index, National 2016 Social Progress Index, and the 2016 Social Mobility Index as follows: Finland, Belgium, Netherlands, Switzerland, Singapore, Japan, South Korea, and China (Hong Kong). After dissecting each countries' public school characteristics and funding formula, it was clear that each block of countries offered different solutions to the problems presented by Arizona's current educational climate. Namely increasing the efficacy of social welfare programs that directly impact low income students in K-12, improving statewide teacher certification standards, modeling the school year to be more like Southeast Asian countries to reduce summer learning loss, and facilitating an "educational culture" similar to that of Japan.
Created2017-05
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Description
Education is a very sensitive topic when it comes to implementing the right policies. From professionals well-versed in the topic, to the very students who are being taught, feedback for reform is constantly being addressed. Nonetheless, there remains a large gap between the performance of some of the most advanced

Education is a very sensitive topic when it comes to implementing the right policies. From professionals well-versed in the topic, to the very students who are being taught, feedback for reform is constantly being addressed. Nonetheless, there remains a large gap between the performance of some of the most advanced countries in the world and the United States of America. As it stands today, USA is arguably the most technologically advanced country and the outright leader of the free market. For over a century this nation has been exceeding expectations in nearly every industry known to man and aiding the rest of the world in their endeavors for a higher standard of living. Yet, there seems to be something critically wrong with the way a large majority of the younger generation are growing up. How can a country so respected in the world fall so far behind in what is considered the basics of human education: math and science? The Trends in International Mathematics and Science Study (TIMSS) is a series of assessments taken by countries all around the world to determine the strength of their youth's knowledge. Since its inception in 1995, TIMSS has been conducted every four years with an increasing number of participating countries and students each time. In 1999 U.S. eighth-graders placed #19 in the world for mathematics and #18 for science (Appendix Fig. 1). In the years following, and further detailed in the thesis, the U.S. managed to improve the overall performance by a small margin but still remained a leg behind countries like Singapore, Hong Kong, Japan, Russia, and more. Clearly these countries were doing something right as they consistently managed to rank in the top tier. Over the course of this paper we will observe and analyze why and how Singapore has topped the TIMSS list for both math and science nearly every time it has been administered over the last two decades. What is it that they are teaching their youth that enables them to perform exceptionally above the norm? Why is it that we cannot use their techniques as a guideline to increase the capabilities of our future generations? We look to uncover the teaching methods of what is known as Singapore Math and how it has helped students all over the world. By researching current U.S. schools that have already implemented the system and learning about their success stories, we hope to not only educate but also persuade the local school districts on why integrating Singapore Math into their curriculum will lead to the betterment of the lives of thousands of children and the educational threshold of this great nation.
ContributorsKichloo, Parth (Co-author) / Leverenz, Michael (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Rivera, Alfredo (Committee member) / Department of Management (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The two authors completed the entirety of their schooling within the United States, from preschool to university. Both authors experienced loss of interest towards their education each successive year and assumed the nature of learning and education was to blame. The two students took a class on the Kashiwagi Information

The two authors completed the entirety of their schooling within the United States, from preschool to university. Both authors experienced loss of interest towards their education each successive year and assumed the nature of learning and education was to blame. The two students took a class on the Kashiwagi Information Measurement Theory their second years at Arizona State University and applied the concepts taught in that class to past experiences in the United States education system to determine the cause behind their waning interest in their education. Using KSM principles the authors identified that the environment produced by and ineffectual and inefficient educational system is what resulted in their, and the majority of their peers, growing dissatisfaction in their education. A negative correlation was found between GPA and control. As the control in a students environment increased, their GPA decreased. The data collected in this thesis also supports the conclusions that as a student is exposed to a high stress environment, their GPA and average amount of sleep per night decrease.
ContributorsKulanathan, Shivaan (Co-author) / Westlake, Kyle (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Gunnoe, Jake (Committee member) / Computer Science and Engineering Program (Contributor) / Chemical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05