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Description
The business models of the music industry are currently experiencing rapid changes. Services such as Spotify, SoundCloud, and Pandora offer methods of consuming music unlike any the industry has seen before. Consumers have shifted from wanting products (digital music and CDs) to using streaming services (Spotify, Pandora, etc.). This study

The business models of the music industry are currently experiencing rapid changes. Services such as Spotify, SoundCloud, and Pandora offer methods of consuming music unlike any the industry has seen before. Consumers have shifted from wanting products (digital music and CDs) to using streaming services (Spotify, Pandora, etc.). This study analyzes the motivation for these changes and considers why people choose the avenues by which they experience music.
ContributorsDugan, Emma (Co-author) / Foley, Meghan (Co-author) / Bhattacharjya, Nilanjana (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor) / WPC Graduate Programs (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
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Description
The focus of this project is developing a business plan for faith-based counseling for college students. Renewed Living Counseling Center (RLCC) is a faith-based counseling center in the Tempe area serving Arizona State University students. RLCC strives to bring healing and wholeness to each student who comes through the doors,

The focus of this project is developing a business plan for faith-based counseling for college students. Renewed Living Counseling Center (RLCC) is a faith-based counseling center in the Tempe area serving Arizona State University students. RLCC strives to bring healing and wholeness to each student who comes through the doors, to empower them to realize and live out their potential, by providing them with the skills to accomplish their dreams and live full lives, through counseling, motivation, education, and treating studentʼs behaviors to become whole and successful. Research indicates that the proposed center, Renewed Living Counseling Center (RLCC), has great potential for success because:

1. Spirituality and faith are increasingly recognized as important aspects in a personʼs life. National research shows that 66% of people feel counseling should include spirituality. Research with ASU students found that students reflect this statistic, as they feel spirituality is an important part of counseling. Students also feel spirituality is appropriate to include as part of counseling services offered by centers referred to by ASU.

2. There is a need for counseling at ASU. Nationally,approximately1,100 college students commit suicide each year. At ASU, almost one-third of students reported feeling so depressed that it is difficult to function, and 0.9% report having attempted suicide within the past year.

3. Surveys of ASU students indicate that students who describe themselves as being religious are more desirous that counseling include a spiritual dimension. Surveys of campus pastors indicate that over 80% believe there is a need for faith-based counseling and would refer students to a local center.

4. Price is an issue. Indeed, a survey of campus pastors indicated that they believed cost of counseling to be one of the primary deterrents to students seeking help. One way to control costs is to use a mixture of residents and licensed counselors. As in medicine, students must complete coursework along with a period of residency or internship to obtain licensing. Both religious and secular masters programs in counseling exist in the greater Phoenix area. Thus, there is a potential supply of students who could work as residents, permitting RLCC to offer counseling services at reasonable prices.
ContributorsMatthews, Rachel Leigh (Author) / Steinbart, Paul (Thesis director) / Chung, Sally (Committee member) / Sanders, Ben (Committee member) / Barrett, The Honors College (Contributor) / School of Accountancy (Contributor) / WPC Graduate Programs (Contributor)
Created2014-05
Description
Esports streaming has become an entertainment giant and promises to continue to grow in the coming years. Streaming platforms, such as Twitch and Youtube, have become a haven for community and competition, blending the two into a novel form of interaction that fuels business. This study will analyze how the

Esports streaming has become an entertainment giant and promises to continue to grow in the coming years. Streaming platforms, such as Twitch and Youtube, have become a haven for community and competition, blending the two into a novel form of interaction that fuels business. This study will analyze how the streaming of esports has influenced business in the technological realm of electronic games and contributed to the field’s longevity. It questions how we, as a society, view community in the online world which itself has become a site for the expansion of how people interact. The study also incorporates the idea of business into the market of technological electronic game-based communities and how competition through esports has also been a fuel for both. Through literature analysis and data collection, the goal of this research would be to increase knowledge on the understanding of streaming esports and help predict what foundation it might take as a whole later on.
ContributorsLatimer, Travis D (Author) / Ingram-Waters, Mary (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

The esports scene has been constantly evolving ever since its inception in the early 1970s, growing from small arcade based tournaments to the multibillion dollar industry that can be observed today (Bountie Gaming, 2018). In fact, the term esports was not widely used until the early 2000s, decades after the

The esports scene has been constantly evolving ever since its inception in the early 1970s, growing from small arcade based tournaments to the multibillion dollar industry that can be observed today (Bountie Gaming, 2018). In fact, the term esports was not widely used until the early 2000s, decades after the first gaming tournaments had taken place. Decades prior, the earliest large-scale gaming tournament was hosted by Atari in 1980 for the game ​Space Invaders ​ . While still primitive by today’s standards, games such as ​Space Invaders ​ inspired fierce competition and effectively laid the foundation for what would grow into the booming industry that we see today (Edwards, 2013).

ContributorsCollins, Neil Andrew (Author) / Mendez, Jose (Thesis director) / Foster, William (Thesis director) / Pierce, John (Committee member) / Department of Economics (Contributor) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05