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With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the

With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.

ContributorsPearson, Samuel Tyler (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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

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.

ContributorsCai, Mark William (Author) / Sopha, Matthew (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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This thesis project is designed to provide brands and prospective sponsors with information about the habits and tendencies of different segments of eSports fans in order to better assist them in making decisions regarding sponsorship deals and sponsorship activation. This thesis has been based off of “The World of Games:

This thesis project is designed to provide brands and prospective sponsors with information about the habits and tendencies of different segments of eSports fans in order to better assist them in making decisions regarding sponsorship deals and sponsorship activation. This thesis has been based off of “The World of Games: eSports” and “the eSports Playbook” studies conducted in 2017 by Goldman Sachs and Nielsen respectively. The goals of these studies were to:

1) provide a clear and coherent picture of different eSports demographics
2) understand the consumption habits and psychological tendencies of these groups
3) use data to create marketing strategies tailor made to each cluster group.

These studies were used as a basis to create personas encompassing the traditional sports affiliations eSports users have, as well as their attitudes towards different types of advertisements.

The goal of this project is to create marketing strategies for different types of brands tailormade to specific groups of eSports fans based on their traditional sports fandom. By testing the fandom overlap of the most popular traditional sports with the most popular eSports games, useful connections that tie both fandoms together can be made for brands. Certain endemic and non-endemic brands can use this data to help decide which industry is a better fit financially and demographically. Other brands will be able to use this data to create strong marketing campaigns that span both eSports and traditional sports leagues, delivering a clear and succinct message across multiple platforms.
ContributorsStrauss, Logan James (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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As a relatively new industry in the sports business world, much on Esports consumer behavior patterns remain unexplored. Previous studies have aimed to provide a clear and coherent picture of different Esports fan demographics, understand consumption habits and psychological tendencies of these groups, and forecast financial and statistical trends for

As a relatively new industry in the sports business world, much on Esports consumer behavior patterns remain unexplored. Previous studies have aimed to provide a clear and coherent picture of different Esports fan demographics, understand consumption habits and psychological tendencies of these groups, and forecast financial and statistical trends for the Esports industry in the future. This thesis works to elaborate on these previous studies through quantitative research via a comprehensive online questionnaire. This research is focused on investigating three topics of interest within the consumer behavior realm of the Esports industry. First, to provide a meaningful and useful segmentation of fans within the industry, offering potential sponsors a closer look at how to approach each segment with future advertising and/or messaging. Second, to monitor how the playing habits of gamers impact what content and which creators they choose to stream online. Third, to explore the level of influence (through sponsorships, messaging, etc.) video game content creators and Esports athletes have on particular types of consumers.
With the data gathered from this research, both endemic and non-endemic brands looking to enter the Esports sponsorship space will be able to make informed decisions on which marketing decisions make the most sense financially and demographically. Furthermore, brands will be able to use this data to ensure a clear and consistent message across all platforms in future marketing campaigns.
ContributorsIngram, Meg (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description

This trans-disciplinary thesis questions how theories of generification are useful in clarifying misunderstood literature and the role of similar, f¬¬ormulaic narratives in literary business. It attempts to answer the question through four parts: defining generification and related business marketing topics; a literary case study centering on Frankenstein; a second case

This trans-disciplinary thesis questions how theories of generification are useful in clarifying misunderstood literature and the role of similar, f¬¬ormulaic narratives in literary business. It attempts to answer the question through four parts: defining generification and related business marketing topics; a literary case study centering on Frankenstein; a second case study on the poem “The Road Not Taken”; and, an application of the demonstrated ideas to Young Adult (YA) publishing trends of 2005-2015. The first section concludes that the presence of a formula, created through the theories of heroic journeys and archetypes, lends itself to generification in literary marketing as publishing houses attempt to find the next virally successful narrative. The first case study, focused on Mary Shelley’s Frankenstein, establishes the existence of generification throughout the work’s life, attributing the generification to her characterization of both Doctor and Creature as antiheroes, a purposeful overlap leading to centuries of misinterpretation. The second case study centers around Robert Frost’s poem “The Road Not Taken”, concluding that in this situation generification greatly impacted both the legacy of the work and the image of the author. The section examines the role of Americanization in the confabulation of both the poem and the author, proving that the butchered interpretation greatly damages the reading of the poem. Finally, this paper takes the established concept of generification, along with related ideas such as narrative economics and formula fiction, and applies these ideas to an analysis of the YA publishing industry. It concludes that the simple existence of fandom culture creates a paradox: the fandom demands a constant stream of quality narratives, both inciting and rejecting any purposeful generification attempted on the part of the publishers.

ContributorsLineberry, Isabel Sealy (Author) / Eaton, John (Thesis director) / Schmidt, Peter (Committee member) / Department of Management and Entrepreneurship (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05