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- All Subjects: Depression
- Creators: Department of Psychology
- Creators: Department of Finance
- Creators: Walter Cronkite School of Journalism and Mass Communication
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Member of: Theses and Dissertations
- Resource Type: Text
The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.
The Beck Depression Inventory II (BDI-II) and the Patient Health Questionnaire 9 (PHQ-9) are highly valid depressive testing tools used to measure the symptom profile of depression globally and in South Asia, respectively (Steer et al., 1998; Kroenke et al, 2001). Even though the South Asian population comprises only 23% of the world’s population, it represents one-fifth of the world’s mental health disorders (Ogbo et al., 2018). Although this population is highly affected by mental disorders, there is a lack of culturally relevant research on specific subsections of the South Asian population.<br/><br/>As such, the goal of this study is to investigate the differences in the symptom profile of depression in native and immigrant South Asian populations. We investigated the role of collective self-esteem and perceived discrimination on mental health. <br/><br/>For the purpose of this study, participants were asked a series of questions about their depressive symptoms, self-esteem and perceived discrimination using various depressive screening measures, a self-esteem scale, and a perceived discrimination scale.<br/><br/>We found that immigrants demonstrated higher depressive symptoms than Native South Asians as immigration was viewed as a stressor. First-generation and second-generation South Asian immigrants identified equally with somatic and psychological symptoms. These symptoms were positively correlated with perceived discrimination, and collective self-esteem was shown to increase the likelihood of these symptoms.<br/><br/>This being said, the results from this study may be generalized only to South Asian immigrants who come from highly educated and high-income households. Since seeking professional help and being aware of one’s mental health is vital for wellbeing, the results from this study may spark the interest in an open communication about mental health within the South Asian immigrant community as well as aid in the restructuring of a highly reliable and valid measurement to be specific to a culture.
The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.