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This article summarizes exploratory research conducted on private and public hospital systems in Australia and Costa Rica analyzing the trends observed within supply chain procurement. Physician preferences and a general lack of available comparative effectiveness research—both of which are challenges unique to the health care industry—were found to be barriers

This article summarizes exploratory research conducted on private and public hospital systems in Australia and Costa Rica analyzing the trends observed within supply chain procurement. Physician preferences and a general lack of available comparative effectiveness research—both of which are challenges unique to the health care industry—were found to be barriers to effective supply chain performance in both systems. Among other insights, the ability of policy to catalyze improved procurement performance in public hospital systems was also was observed. The role of centralization was also found to be fundamental to the success of the systems examined, allowing hospitals to focus on strategic rather than operational decisions and conduct value-streaming activities to generate increased cost savings.
ContributorsBudgett, Alexander Jay (Author) / Schneller, Eugene (Thesis director) / Gopalakrishnan, Mohan (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of English (Contributor)
Created2015-05
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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
This study was conducted to better understand the making and measuring of renewable energy goals by the federal government. Three different energy types are studied: wind, solar, and biofuel, for two different federal departments: the Department of Defense and the Department of Energy. A statistical analysis and a meta-analysis of

This study was conducted to better understand the making and measuring of renewable energy goals by the federal government. Three different energy types are studied: wind, solar, and biofuel, for two different federal departments: the Department of Defense and the Department of Energy. A statistical analysis and a meta-analysis of current literature will be the main pieces of information. These departments and energy types were chosen as they represent the highest potential for renewable energy production. It is important to understand any trends in goal setting by the federal government, as well as to understand what these trends represent in terms of predicting renewable energy production. The conclusion for this paper is that the federal government appears to set high goals for renewable energy initiatives. While the goals appear to be high, they are designed based on required characteristics described by the federal government. These characteristics are most often technological advancements, tax incentives, or increased production, with tax incentives having the highest priority. However, more often than not these characteristics are optimistic or simply not met. This leads to the resetting of goals before any goal can be evaluated, making it difficult to determine the goal-setting ability of the federal government.
ContributorsStapleton, Andrew (Co-author) / Charnell, Matthew (Co-author) / Printezis, Antonios (Thesis director) / Kull, Thomas (Committee member) / Barrett, The Honors College (Contributor) / Chemical Engineering Program (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
Upon investigating the current state of the high scrap problem at Niagara Bottling's Phoenix manufacturing facility, it was found that 49% of the scrap was being generated at the bottling lines in the form of plastic bottles, and 39% of scrap took the form of preforms accumulated at either the

Upon investigating the current state of the high scrap problem at Niagara Bottling's Phoenix manufacturing facility, it was found that 49% of the scrap was being generated at the bottling lines in the form of plastic bottles, and 39% of scrap took the form of preforms accumulated at either the bottling lines or the injection molding machines. The scope of this project includes all forms of polyethylene terephthalate (PET), but the large accumulation of scrap in these areas suggests a primary focus on the bottling lines and the injection molding machines. Further analysis of the bottling lines found that the filler at each line as well as the blower on line X1 were the biggest contributors to the scrap accumulation problem. Each of these machines was seeing over 0.4% of bottles rejected at the visual inspection units. Due to the underlying status and quality issues of the injection molding machines that were beyond the scope of this project, this process was only investigated for solutions involving the overall processes and people. Based on the data and process flow analysis there were several solutions proposed including a root-cause analysis of the highest faulting machines, the repair of the injection molding overhead conveyor systems, the creation of a low waste environment, and the implementation a scrap tracking and analysis process. Based on the current high variability in the scrap experience across all machines, it is recommended that Niagara Phoenix pursue the scrap tracking and analysis alternative. After the implementing the scrap tracking and analysis process, the initial results were encouraging and could potentially warrant the investment in a software platform that could automate the collection of data necessary for this process. Based on the initial results of the manual collection and analysis process, each individual line show signs of potential reduction in the scrap rate of over 50%. According to this improvement, purchasing the software platform would see a payoff period of only 36 days.
ContributorsSanchez, Thomas Camden (Author) / Kellso, James (Thesis director) / Lupe, Munoz (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (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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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
When making investment decisions many different indicators are taken into consideration before picking a stock/corporation to invest in (retail or institutional). Traditionally these indicators tend to be financial measures such as earnings per share, price to earnings ratio, price to book value ratio, dividend yield/payout ratio, etc. Often these indicators

When making investment decisions many different indicators are taken into consideration before picking a stock/corporation to invest in (retail or institutional). Traditionally these indicators tend to be financial measures such as earnings per share, price to earnings ratio, price to book value ratio, dividend yield/payout ratio, etc. Often these indicators do not take into consideration the actual running intricacies of a company as they are simply based on historical financial statements, thus limiting an investor's decision-making ability. In this paper I analyze several companies stock performance to see if analyzing operational factors such as supply chain management before making an investment decision would have resulted in a profitable investment and thus prove as a reliable investment indicator. To do this I focused my analysis over a period of 5 years on two companies within three different industries; Fast Food, Processing, and Ecommerce. These industries were selected as the nature of their businesses require intensive supply chains thus this strategy would be most applicable to them as opposed to a software or IT company. Of the two companies selected from each respective industry one company would be listed/analyzed in Gartner's ranking of the "Annual Supply Chain Top 25" while the other company would not be. This Gartner ranking would serve as a measure of whether or not a company had a good supply chain. These companies then had their traditional financial metrics evaluated to see if supply chain analysis indirectly encapsulated some of these metrics as well. The goal of this analysis was to find if there was a strong correlation between companies listed on Gartner's rating scale and strong stock performance. If this was true this would suggest that there is a benefit to be captured by investors through using supply chain analysis as an indicator when making investment decisions.
ContributorsThompson, Tyler Thomas (Author) / Kellso, James (Thesis director) / Smith, Geoffrey (Committee member) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This thesis consisted in taking the preliminary steps in starting a business. Teamed up with a seasoned entrepreneur, we created a thorough Business Plan, Pro Forma and Investor presentation documents, all of which have been and still are being used in the process of creating the business. The business is

This thesis consisted in taking the preliminary steps in starting a business. Teamed up with a seasoned entrepreneur, we created a thorough Business Plan, Pro Forma and Investor presentation documents, all of which have been and still are being used in the process of creating the business. The business is in the competitive eSports industry, and involved camps and leagues targeted to youth ages 8-15. We have launched the first camp, and are in talks with investors and key strategic partners.
ContributorsHeiler, George (Co-author) / Gaynor, Tristan (Co-author) / Murphy, Kevin (Co-author) / Neck, Christopher (Thesis director) / McLurg, Dave (Committee member) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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The purpose of this thesis is to gain a more nuanced understanding of what research is currently going on in the academic realm of supply chain management. This thesis is composed of two parts. The first part contains summaries and personal takeaways from four different supply chain management seminars that

The purpose of this thesis is to gain a more nuanced understanding of what research is currently going on in the academic realm of supply chain management. This thesis is composed of two parts. The first part contains summaries and personal takeaways from four different supply chain management seminars that were put on by professors who were visiting the ASU campus. These seminars include general topics such as RFID readability, supply chain cash conversion cycles, risk management within the healthcare supply chain, and building trust and trustworthiness in global business. The second part of the thesis will then use a literature review to expand upon the topic of risk management within the healthcare supply chain, and to explore how previous research ties into the current happenings of the industry, as well as its future implications.
ContributorsHemzacek, Noah (Author) / Printezis, Antonios (Thesis director) / Choi, Thomas (Committee member) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05