Matching Items (12)
Filtering by

Clear all filters

133889-Thumbnail Image.png
Description
The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of focus in accordance with available literature: the fans and their characteristics, the design of the game itself, and the relationship between fans and the game's developer. This investigation was conducted by first examining existing literature surrounding eSports fans, then collecting public domain data such as Reddit posts, forum posts, and YouTube videos, and last by studying interviews with developers and players. With this thesis, I apply a fan studies approach to eSports by creating a series of indicators based in each of the three focus areas which can be utilized as a systematic method of evaluating an eSport's popularity and growth.
ContributorsHilliker, Noah Henry (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / Anderson, Sky (Committee member) / School of Molecular Sciences (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
135422-Thumbnail Image.png
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
136601-Thumbnail Image.png
Description
This abstract is intended to explain the main ideas and thoughts pertaining to the author's experiences over time while attending Arizona State University and how certain course teachings have created a more positive outcome in life for the author. The goal of this Independent Study Thesis is to convey the

This abstract is intended to explain the main ideas and thoughts pertaining to the author's experiences over time while attending Arizona State University and how certain course teachings have created a more positive outcome in life for the author. The goal of this Independent Study Thesis is to convey the great significance that the Information Measurement Theory (IMT) courses' ideas and teachings have contributed to the author's life and how they have increased the author's overall quality and outlook on life, not only from an academic standpoint and setting, but also in every facet. Based on this, the author's intention is to convey the new skills obtained regarding The Kashiwagi Solution Model (KSM) as they pertain to Information Measurement Theory (IMT), based on the author's own recent experiences in college with what he has learned, and to explain how they have helped tremendously. This is mainly comprised of information based on the external sources and writings of Dr. Dean Kashiwagi, and also direct resources and teachings by Dr. Dean Kashiwagi and Dr. Jacob Kashiwagi that have greatly contributed to the author's overall understanding of Information Measurement Theory (IMT), its revolutionary new ways of thinking, and the new skill sets developed from it as well. This will also focus on the benefits that can occur for anyone by applying the various aspects of The Kashiwagi Solution Model (KSM), through the use of the concepts of Information Measurement Theory (IMT), and to convey the author's findings pertinent to helping mitigate stress in life, while also being able to enter into any situation or event with a more positive mindset in order to help conclude that event successfully and with the increased potential for a more positive outcome. This idea of always striving to have a more positive mindset in order to complete a task, goal, or event in life in a more positive and successful way is exactly what the author will focus on, mostly pertaining to the author's own life experiences, referred to as Mind Over Matter with IMT. This Thesis idea of Mind Over Matter with IMT stems from some of the main aspects that the author found to be most impressive and significant in the honors courses offered at ASU by Dr. Dean Kashiwagi and Dr. Jacob Kashiwagi, mainly because of the fact that they inform students of some new ways to help mitigate stresses and anxieties in their lives and to more accurately predict the outcome of future events based on using deductive logic and expertise. This leads to focusing more on dominant information in order to obtain the key ideas and main points of any situation, rather than requiring additional and superfluous details, data, and minutia. The fact that the courses also focus on natural laws and initial conditions of events have proven to be extremely useful because of their significant importance to determining the final conditions and concluding outcome of events, of which many people tend to not even be aware at first when initially learning about Information Measurement Theory (IMT). Because of this, the Deductive Logic and Information Measurement Theory courses offered at ASU have proven to offer invaluable insight, great knowledge, unique ideas, and alternative ways of thinking to the author, which have contributed greatly to the author's increased success as a student enrolled at Arizona State University over these past years. Keywords: Kashiwagi Solution Model (KSM); Information Measurement Theory (IMT); Deductive Logic; initial conditions; final conditions; natural law; Mind Over Matter
ContributorsFranklin, Sean Donothan (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / College of Letters and Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2015-05
Description
Over the past 3 semesters, I have been learning the theories of Information Measurement Theory and Kashiwagi Solution Model and implementing them into my life as a means of improving happiness and well being, and reducing stress and conflict. Before IMT and KSM, external control played a huge role in

Over the past 3 semesters, I have been learning the theories of Information Measurement Theory and Kashiwagi Solution Model and implementing them into my life as a means of improving happiness and well being, and reducing stress and conflict. Before IMT and KSM, external control played a huge role in my life and my interactions with other people. I was judgmental, selfish, and lazy while using blame and deflection of responsibility to avoid self-control. This led me to become very unhappy and live in constant stress. Culminating in a difficult shortcoming that magnified the negative ways in which I had been living my life, I decided that I had to change. Since implementing IMT and KSM into my life and accepting self-responsibility, I have dramatically improved my happiness and reduced stress and conflict. I have lost 85 pounds, went from working 1 job to 4 to gain financial independence, made my best grades in college, stopped wasting time and valued free time more, improved my relationships with people in my environment, and learned more about myself. All of this change required me to commit to a new way of thinking and recognize that my previous way of thinking was inaccurate and unsustainable if I truly wanted to change. Upon making positive changes in my life, I believe that adapting IMT and KSM played fundamental roles in my ability to perceive information around me and I would not have experienced the change I did if it was not for exposure to the theories. Not only do I believe IMT and KSM served as catalysts for change in my life, but believe IMT and KSM can be applied to every aspect of life and be used by others in the same approach.
ContributorsSmith, Hunter Christian (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / School of Life Sciences (Contributor)
Created2015-05
136561-Thumbnail Image.png
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
136312-Thumbnail Image.png
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
133701-Thumbnail Image.png
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
134614-Thumbnail Image.png
Description
The construction industry is inefficient. Technological advancements alone do not provide a full solution. By simplifying the complexity of a construction project, and implementing the views of IMT (Information Measurement Theory) through a value driven system, the construction industry can be improved. In Bechtel's recent film, Dream Big: Engineering our

The construction industry is inefficient. Technological advancements alone do not provide a full solution. By simplifying the complexity of a construction project, and implementing the views of IMT (Information Measurement Theory) through a value driven system, the construction industry can be improved. In Bechtel's recent film, Dream Big: Engineering our World, the integration of their company values on emerging engineers resulted in astounding solutions towards making the future of the construction industry more efficient as a whole. This thesis demonstrates how Bechtel was able to direct the Dream Big movement with an emphasis on leadership and simpler thinking of future generations. Under the direction of Dr. Kashiwagi's Research and Solution Model (KSM) it is possible for young people aware of their potential and understand "simplicity" to be effective leaders. Through observation, these new leaders understand that they have been making a difference since their birth. As individuals are able to identify their core values, they are better able to find their strengths, align their values with a company, and ultimately make the construction industry more efficient.
ContributorsPirkl, Amber Victoria (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Del E. Webb Construction (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
134535-Thumbnail Image.png
Description
The Information Measurement Theory (IMT) states that all information exists at any time and all the time, and that it's an individual lack of ability to perceive that creates the misperception that there is an absence of information. This lack of perceived information creates subjective bias and limitations. IMT identifies

The Information Measurement Theory (IMT) states that all information exists at any time and all the time, and that it's an individual lack of ability to perceive that creates the misperception that there is an absence of information. This lack of perceived information creates subjective bias and limitations. IMT identifies decision-making and bias as the major obstacles to perfectly understanding reality. This study examines the IMT's correlation to romantic relationships and is designed to determine what factors and traits makes a romantic relationship successful. We collected data on 123 subjects: 56 individuals who were in committed romantic relationships and 67 individuals who were not. These individuals were asked fundamental questions on the IMT theory as well as their thoughts on what they define as a successful relationship. Participants in relationships were asked questions relating to their overall satisfaction level. Correlations were calculated between these satisfaction levels and an individual's perception of information. This study's overarching goal is to understand if successful relationships are determined by how much dominant information each individual involved in the relationship knows about each other, themselves, and other external factors.
ContributorsWang, Celina (Co-author) / Zeng, Carrie (Co-author) / Cao, Quynh-mi (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / School of Social Transformation (Contributor) / Department of Supply Chain Management (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
135141-Thumbnail Image.png
Description
Information Measurement Theory (IMT) is a concept which was devised for the purpose of understanding how information works in the universe. At its core, it states that 100% of information exists in the universe at any one time, and with enough perception, any event can be predicted based on the

Information Measurement Theory (IMT) is a concept which was devised for the purpose of understanding how information works in the universe. At its core, it states that 100% of information exists in the universe at any one time, and with enough perception, any event can be predicted based on the initial conditions preceding the event. With this idea in mind, the author of IMT developed the Kashiwagi Solution Model (KSM) which deals with how people best utilize the information present in the universe. Simply put, the ideas presented by KSM encourage people to think in a more logical manner through the utilization of relevant information. The following thesis details an autobiographical case study which focuses on the life of a college student undergoing severe depressive symptoms during the course of their academic career. The usage of concepts stemming from IMT and KSM are then used to determine the root causes of the depression in order to prevent it from ever happening again. The case study acts as a guide to others in order to better help them deal with similar situations that are happening with their lives while providing evidence that the concepts detailed by IMT and KSM are factually relevant.
ContributorsChauhan, Amit (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05