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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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Description
In order to discover if Company X's current system of local trucking is the most efficient and cost-effective way to move freight between sites in the Western U.S., we will compare the current system to varying alternatives to see if there are potential avenues for Company X to create or

In order to discover if Company X's current system of local trucking is the most efficient and cost-effective way to move freight between sites in the Western U.S., we will compare the current system to varying alternatives to see if there are potential avenues for Company X to create or implement an improved cost saving freight movement system.
ContributorsPicone, David (Co-author) / Krueger, Brandon (Co-author) / Harrison, Sarah (Co-author) / Way, Noah (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Michael (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Economics Program in CLAS (Contributor) / School of Accountancy (Contributor) / W. P. Carey School of Business (Contributor) / Sandra Day O'Connor College of Law (Contributor)
Created2015-05
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Description
The purpose of this research is to gain a deeper understanding of the often-despised financial sector while exploring the parallels it reflects in our society. Information Measurement Theory was applied to several aspects of life apparent in both the financial sector and our society in order to discover parallels present

The purpose of this research is to gain a deeper understanding of the often-despised financial sector while exploring the parallels it reflects in our society. Information Measurement Theory was applied to several aspects of life apparent in both the financial sector and our society in order to discover parallels present in both. By analyzing the financial sector against our society as a whole, it becomes apparent that the financial sector's composition of individuals reflects that of our societies and is a close representation. Further, the financial sector is able to reflect the importance of information and how individuals react to and justify good and bad results from decision-making. In all our despise of the financial sector is nothing more than the loathe of inherent flaws in our society as a whole.
ContributorsHappe, John Nicholas (Author) / Kashiwagi, Dean (Thesis director) / Sullivan, Kenneth (Committee member) / Barlish, Kristen (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Psychology (Contributor)
Created2013-05
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Description
This study examines the social construction of the border by researching how frequently select issues are written about by the media of both countries, and in what light two different groups of actors (Mexico and the US) are portrayed. The Dallas-based The Dallas Morning News, and the Monterrey-based, El Norte

This study examines the social construction of the border by researching how frequently select issues are written about by the media of both countries, and in what light two different groups of actors (Mexico and the US) are portrayed. The Dallas-based The Dallas Morning News, and the Monterrey-based, El Norte are the two newspapers chosen to perform the content analysis. Furthermore, this study seeks to examine differences in the way both newspapers portray the US-Mexico border in 1994, or the year NAFTA began, and 2012, the most recent year for which data is available. A major find of this study is the discovery of how even though the frequency that select issues are brought up in the border vary drastically by year and newspaper, portrayals of the actors around the border stay fairly consistent. More specifically, with the exception of NAFTA in 1994, border issues outside of crime, illegal immigration, drug violence, and the economy, are rarely mentioned by the two selected newspapers a significant amount of the time. Also, issues at the border such as crime, drug violence, and national security are often portrayed as the fault of Mexico and Mexican actors, while immigration issues at the border are often blamed exclusively on each newspaper's host countries.
ContributorsCelis-Aguirre, Ignacio (Author) / Lara-Valencia, Francisco (Thesis director) / Diaz McConnell, Eileen (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / Sandra Day O'Connor College of Law (Contributor)
Created2014-05
Description
As the third-largest source of revenue, sponsorships play an integral role in the world of sports business. Sports are the fastest growing category among all sponsorship spending, with the North American sports sponsorship revenue expected to grow to $18.7 billion in 2020. Identified as the most valuable benefit for sponsors,

As the third-largest source of revenue, sponsorships play an integral role in the world of sports business. Sports are the fastest growing category among all sponsorship spending, with the North American sports sponsorship revenue expected to grow to $18.7 billion in 2020. Identified as the most valuable benefit for sponsors, category exclusivity rights allow a sponsor to be the only company in a certain category to have an official relationship with the property. However, the popularity of category exclusivity has been declining due to the high fee associated with it. This has led to sports properties splitting up previously exclusive category to allow multiple partners to hold rights. As a result, sponsors are finding exclusivity rights at a smaller level: specific marketing platforms. This strategy permits only one corporate partner to activate in a specified channel. Although not as prominent as in professional sports, category exclusivity is still a key factor in collegiate athletics sponsorships. Sponsors concentrate mainly on creating brand awareness as college students are at the age where they begin to make their own decisions. By increasing brand awareness, these companies are also increasing the probability that the students will purchase from it, and eventually become loyal, long-term consumers. As an intern for Sun Devil Athletics Corporate Partnerships, my experience guided me through a study of the exclusive sponsorships of Sun Devil Athletics. Through an analysis of ASU students' attitudes toward and knowledge of the official sponsors of Sun Devil Athletics, this thesis discusses the effectiveness of the exclusive sponsorships with a special focus on how being aware of a company's relationship to ASU affects students' intent to purchase that company's products or services.
ContributorsSmith, Lauren Rose (Author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / W. P. Carey School of Business (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Marketing (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description

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