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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

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.

ContributorsTimmermann, Justin Michael (Co-author) / Diaz, Daniel (Co-author) / Meyer, Sarah (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying

The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying the details and complexity of a construction project through dominant and logical thinking, the Best Value system delivers efficient, non-risk success. The Best Value model's implementation into industry projects is observed in the PBSRG Minnesota projects in order to improve data collection and metric analysis. The Minnesota projects specifically have an issue with delivering Best Value transparency, the notion that the details of project data should be used to support dominant ideas. By improving and simplifying the data collection tools of PBSRG, Best Value transparency can be achieved more easily and effective, in turn improved the Best Value system.
ContributorsMisiak, Erik Richard (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor)
Created2015-05
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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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Abstract I sought out a project that would be able to intertwine the topics of business law and the business of sports. After reading and researching a few different options, one combination of law and sports that stood out to me was the frequent labor disputes between NHL owners and

Abstract I sought out a project that would be able to intertwine the topics of business law and the business of sports. After reading and researching a few different options, one combination of law and sports that stood out to me was the frequent labor disputes between NHL owners and the players' union. The main goal of this project was to examine whether or not the lockouts that were instituted by National Hockey League owners during the labor disputes that occurred in 2004 and 2012 actually left the league with a better long term financial and social landscape. Through the examination of the stakeholders that were involved in each dispute and their resulting situations, I presented my answer to the above question. In order to properly study the overall situation, I also discussed the history of sports business, the history of the National Hockey League's business landscape, and collective bargaining in sports amongst other topics.
ContributorsNix, Eric Anthony (Author) / Eaton, John (Thesis director) / Kutz, Elana (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
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We were driven by the question: what is happening to the popularity of Major League Baseball? In order to answer this question we compared the league structure of Major League Baseball with that of the National Football League. We were able to speak with five former or current members of

We were driven by the question: what is happening to the popularity of Major League Baseball? In order to answer this question we compared the league structure of Major League Baseball with that of the National Football League. We were able to speak with five former or current members of the respective leagues in order to gain some insight into how the two leagues operate. The main focus of our research was around the payroll structures of the two leagues as well as their revenue sharing policies. In the end, we discovered that Major League Baseball is becoming highly regionalized. The sport is still growing in popularity in terms of revenue and fan involvement, but it is becoming less popular on a national stage. The league is benefitting greatly from factors like the increasing importance of "TiVo proof programming" and a lack of competition. Each league is very different in its own right. While the NFL promotes a perception of competitive balance, Major League Baseball can be plagued by the negative perception it creates surrounding some of its smaller market teams.
ContributorsHeath, Cameron (Co-author) / Linamen, John (Co-author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / Barrett, The Honors College (Contributor) / WPC Graduate Programs (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor)
Created2015-05
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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
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The deductive logic and leadership techniques presented in Dr. Dean Kashiwagi's Information Measurement Theory (IMT) and the Kashiwagi Solution Model (KSM) provide the tools to implement positive change within one's life and environment. By altering the way that I perceive the world, I have made progress in self-improvement through action.

The deductive logic and leadership techniques presented in Dr. Dean Kashiwagi's Information Measurement Theory (IMT) and the Kashiwagi Solution Model (KSM) provide the tools to implement positive change within one's life and environment. By altering the way that I perceive the world, I have made progress in self-improvement through action. This project utilizes self-evaluation as a method to learn from dominant information and experience. In establishing that natural laws govern the world, there is no randomness; events and decisions are all cause-and-effect. When seen through this lens, life becomes simpler and manageable. Through my own implementation of IMT and KSM, I live a more productive lifestyle and feel that I have a meaningful plan for my future.
ContributorsRoot, Shawn Michael (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The story of Moneyball is an informative tale. It is the true story of the Oakland Athletics baseball team in the 2002 season who managed to not only compete with teams who had nearly three times the payroll size and all the star players, but also won an American League

The story of Moneyball is an informative tale. It is the true story of the Oakland Athletics baseball team in the 2002 season who managed to not only compete with teams who had nearly three times the payroll size and all the star players, but also won an American League record 20 games in a row. Their manager, Billy Beane, was able to achieve this by using sabermetrics, a newly invented term that describes the advanced statistics and metrics used to judge a player's contribution to the success of the team over traditional statistics and gut feeling, to draft and trade for undervalued players to create a competitive team under his small-market budget. This story is well known as a best-selling novel by Michael Lewis and later a film by the same name. Clearly it was successful in the field of baseball, but can it be used in other business industries? The idea of sabermetrics, or finding more information to predict the future of a player is very similar to the ideas of Information Measurement Theory (IMT) as theorized by Dr. Dean Kashiwagi, a professor at Arizona State University. The goal of this paper is to use Moneyball as a narrative to show how applying the concepts of IMT to businesses could allow them to better predict their performance and the future of their industry. Moreover, these same ideas can predict if the leadership of the company will be successful by analyzing their personal characteristics. This paper will act as a guide for businesses to start following the concepts of IMT and to better analyze themselves and their industry to increase performance and reduce stressful decision-making.
ContributorsKent, Austin (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
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The purpose for creating this thesis project is to discover the effects that options have on consumer behavior and satisfaction, and to determine whether or not more options are a good thing. In exploring these questions, Information Measurement Theory (IMT), a theory founded by Dr. Dean Kashiwagi which relies on

The purpose for creating this thesis project is to discover the effects that options have on consumer behavior and satisfaction, and to determine whether or not more options are a good thing. In exploring these questions, Information Measurement Theory (IMT), a theory founded by Dr. Dean Kashiwagi which relies on understanding natural laws to help minimize decision-making and risk, was utilized to draw conclusions. IMT illustrates that any given situation can only have one unique outcome, and minimizing decision-making in turn leads to reduced stress. The more information an individual has for the given situation, the better he/she can predict the outcome. The concepts of IMT, specifically the ideal that more decision-making leads to higher stress, were utilized to illustrate that more options naturally leads to more decisions and as a result more decision-makers will feel greater stress and less satisfaction. To conduct this research we explored two different segments of consumer markets. The first branch of our research was comprised of analyzing the differences in operations and menu structures of different fast food chains, most specifically In-N-Out and McDonald's and how these differences affect customer satisfaction. The other branch of our research involved reviewing phone case ratings based on Amazon reviews for a number of different phone types with varying popularity to gauge consumer satisfaction. Our results found that while both In-N-Out and McDonald's are successful companies, In-N-Out ranked consistently higher in customer satisfaction. Furthermore, a large portion of this satisfaction can be attributed to In-N-Out's simplistic menu structure which limits the amount of options and therefore decisions that a customer must make. Similarly, our study of phone cases found that for phone models where less case options are offered, customers rated their cases higher on a scale of 1-5 stars regardless of brand or the number of reviews. Through a combination of IMT and our research we were able to conclude that less options does indeed lead to higher consumer satisfaction.
ContributorsBrandt, Lawrence (Co-author) / Spiller, Ryan (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Finance (Contributor) / Department of Management (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Information Measurement Theory (IMT) is a decision-making system developed by ASU's Dr. Dean Kashiwagi that emphasizes the inefficiencies caused by decision-making and personal bias. Zen Buddhism is an ancient philosophical system designed to reduce life's suffering. IMT introduces readers to common-sense notions which are spun into more complex topics that

Information Measurement Theory (IMT) is a decision-making system developed by ASU's Dr. Dean Kashiwagi that emphasizes the inefficiencies caused by decision-making and personal bias. Zen Buddhism is an ancient philosophical system designed to reduce life's suffering. IMT introduces readers to common-sense notions which are spun into more complex topics that reveal flaws in our normal modes of thinking. This style is often employed by Buddhist teachers, and the rigidly logical structure of IMT already proves many points tangent to Buddhist philosophy. In my thesis, I have exploited the similarities of IMT and Zen Buddhism to create a website introducing curious Western readers to the beauty of Zen in a refreshingly frank manner. This project will demonstrate the power of information theory and dominant communication to break down barriers towards understanding. Ultimately, this should offer an exciting new path for prospective students of Zen and help to build understanding between ideologically disparate groups.
ContributorsNess, Stuart Conrad (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Chemical Engineering Program (Contributor) / Economics Program in CLAS (Contributor)
Created2015-05