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The ability to draft and develop productive Major League players is vital to the success of any MLB organization. A core of cost-controlled, productive players is as important as ever with free agent salaries continuing to rise dramatically. In a sport where mere percentage points separate winners from losers at

The ability to draft and develop productive Major League players is vital to the success of any MLB organization. A core of cost-controlled, productive players is as important as ever with free agent salaries continuing to rise dramatically. In a sport where mere percentage points separate winners from losers at the end of a long season, any slight advantage in identifying talent is valuable. This study examines the 2004-2008 MLB Amateur Drafts in order to analyze whether certain types of prospects are more valuable selections than others. If organizations can better identify which draft prospects will more likely contribute at the Major League level in the future, they can more optimally spend their allotted signing bonus pool in order to acquire as much potential production as possible through the draft. Based on the data examined, during these five drafts high school prospects provided higher value than college prospects. While college players reached the Majors at a higher rate, high school players produced greater value in their first six seasons of service time. In the all-important first round of the draft, where signing bonuses are at their largest, college players proved the more valuable selection. When players were separated by position, position players held greater expected value than pitchers, with corner infielders leading the way as the position group with the highest expected value. College players were found to provide better value than high school players at defensively demanding positions such as catcher and middle infield, while high school players were more valuable among outfielders and pitchers.
ContributorsGildea, Adam Joseph (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Economics (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Arizona and Florida are unique venues are they are the only two locations in the world to host the preseason leagues known as Spring Training for all thirty Major League Baseball teams. With fan bases willing to travel and spend disposable income to follow their favorite teams and/or escape the

Arizona and Florida are unique venues are they are the only two locations in the world to host the preseason leagues known as Spring Training for all thirty Major League Baseball teams. With fan bases willing to travel and spend disposable income to follow their favorite teams and/or escape the cold spells of their home state, the sports and tourism industries in Arizona and Florida have been able to captivate a status as top spring destinations. This study takes a focus on the economic impact that Spring Training in March has on the state of Arizona; specifically the Phoenix Metropolitan area. Consumer research is presented and a SWOT analysis is generated to further assess the condition of the Cactus League and Arizona as a host state. An economic impact study driven by the Strengths, Weaknesses, Opportunities & Threats (SWOT) analysis method is the primary focuses of research due to the sum and quality of usable data that can be organized using the SWOT structure. The scope of this research aims to support the argument that Spring Training impacts the host city in which it resides in. In conjunction with the SWOT analysis, third parties will be able to get a sense of the overall effectiveness and impact of Cactus League Spring Training in the Valley of the Sun. Integration of findings from a Tampa Bay sight visit will also be assessed to determine the health of the competition. This study will take an interdisciplinary approach as it views the topics at hand from the lenses of the consumer, baseball professional, and investor.
ContributorsOlden, Kyle (Co-author) / Farmer, James (Co-author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / T. Denny Sanford School of Social and Family Dynamics (Contributor) / College of Public Service and Community Solutions (Contributor) / Department of Information Systems (Contributor) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
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
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
In a season that spans 162 games over the course of six months, MLB teams that travel more face additional fatigue and jetlag from travel. This factor could negatively impact them on the field. To explore this issue, I tested the significance of different variables by creating four models, which

In a season that spans 162 games over the course of six months, MLB teams that travel more face additional fatigue and jetlag from travel. This factor could negatively impact them on the field. To explore this issue, I tested the significance of different variables by creating four models, which compared travel with a team's ability to win games as well as its ability to hit home runs. Based on these models, it appears as though changing time zones does not affect the outcome of games. However, these results did indicate that visiting teams with a greater time zone advantage over their opponent are less likely to hit a home run in a game.
ContributorsAronson, Sean Matthew (Author) / MacFie, Brian (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / WPC Graduate Programs (Contributor) / Department of Finance (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-05
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Description
Our research encompassed the prospect draft in baseball and looked at what type of player teams drafted to maximize value. We wanted to know which position returned the best value to the team that drafted them, and which level is safer to draft players from, college or high school. We

Our research encompassed the prospect draft in baseball and looked at what type of player teams drafted to maximize value. We wanted to know which position returned the best value to the team that drafted them, and which level is safer to draft players from, college or high school. We decided to look at draft data from 2006-2010 for the first ten rounds of players selected. Because there is only a monetary cap on players drafted in the first ten rounds we restricted our data to these players. Once we set up the parameters we compiled a spreadsheet of these players with both their signing bonuses and their wins above replacement (WAR). This allowed us to see how much a team was spending per win at the major league level. After the data was compiled we made pivot tables and graphs to visually represent our data and better understand the numbers. We found that the worst position that MLB teams could draft would be high school second baseman. They returned the lowest WAR of any player that we looked at. In general though high school players were more costly to sign and had lower WARs than their college counterparts making them, on average, a worse pick value wise. The best position you could pick was college shortstops. They had the trifecta of the best signability of all players, along with one of the highest WARs and lowest signing bonuses. These were three of the main factors that you want with your draft pick and they ranked near the top in all three categories. This research can help give guidelines to Major League teams as they go to select players in the draft. While there are always going to be exceptions to trends, by following the enclosed research teams can minimize risk in the draft.
ContributorsValentine, Robert (Co-author) / Johnson, Ben (Co-author) / Eaton, John (Thesis director) / Goegan, Brian (Committee member) / Department of Finance (Contributor) / Department of Economics (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description

In 2021-2022, MLB underwent a labor stoppage due to a failure between the league and union to sign a new collective bargaining agreement (CBA) for the 2022 season until mid-March of 2022. This failure led to a contentious debate between owners and players over economic, competitive balance, and gameplay issues.

In 2021-2022, MLB underwent a labor stoppage due to a failure between the league and union to sign a new collective bargaining agreement (CBA) for the 2022 season until mid-March of 2022. This failure led to a contentious debate between owners and players over economic, competitive balance, and gameplay issues. To evaluate how MLB has reached this point in labor relations and make predictions for the future, it is first important to look at the history of sports and collective bargaining and, more specifically, this history in baseball. Next, one should evaluate the history of the antitrust exemption and its impact on labor relations in MLB. It is then important to analyze the main tenets of the 2022 CBA and their implications. Following this historical and current analysis, one can make hypotheses about where baseball labor relations and antitrust laws are heading and what will be key issues to look toward in the future.

ContributorsVolkert, Michael (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Marketing (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
ContributorsVolkert, Michael (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Marketing (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05