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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
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

The contemporary world is motivated by data-driven decision-making. Small 501(c)3 nonprofit organizations are often limited in their reach due to their size, lack of funding, and a lack of data analysis expertise. In an effort to increase accessibility to data analysis for such organizations, a Founders Lab team designed a

The contemporary world is motivated by data-driven decision-making. Small 501(c)3 nonprofit organizations are often limited in their reach due to their size, lack of funding, and a lack of data analysis expertise. In an effort to increase accessibility to data analysis for such organizations, a Founders Lab team designed a product to help them understand and utilize geographic information systems (GIS) software. This product – You Got GIS – strikes the balance between highly technical documentation and general overviews, benefiting 501(c)3 nonprofits in their pursuit of data-driven decision-making. Through the product’s use of case studies and methodologies, You Got GIS serves as a thought experiment platform to start answering questions regarding GIS. The product aims to continuously build partnerships in an effort to improve curriculum and user engagement.

ContributorsFletcher, Griffin (Co-author) / Heekin, Noah (Co-author) / Ferrara, John (Co-author) / Byrne, Jared (Thesis director) / Givens, Jessica (Committee member) / Satpathy, Asish (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / Department of Supply Chain Management (Contributor) / Department of Economics (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The market for searching for food online is exploding. According to one expert at Google, “there are over 1 billion restaurant searches on Google every month” (Kelso, 2020). To capture this market and ride the general digital trend of internet personalization (as evidenced by Google search results, ads, YouTube and

The market for searching for food online is exploding. According to one expert at Google, “there are over 1 billion restaurant searches on Google every month” (Kelso, 2020). To capture this market and ride the general digital trend of internet personalization (as evidenced by Google search results, ads, YouTube and social media algorithms, etc), we created Munch to be an algorithm meant to help people find food they’ll love. <br/><br/>Munch offers the ability to search for food by restaurant or even as specific as a menu item (ex: search for the best Pad Thai). The best part? It is customized to your preferences based on a quiz you take when you open the app and from that point continuously learns from your behavior.<br/><br/>This thesis documents the journey of the team who founded Munch, what progress we made and the reasoning behind our decisions, where this idea fits in a competitive marketplace, how much it could be worth, branding, and our recommendations for a successful app in the future.

ContributorsInocencio, Phillippe Adriane (Co-author) / Rajan, Megha (Co-author) / Krug, Hayden (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This thesis project has been conducted in accordance with The Founder’s Lab initiative which is sponsored by the W. P. Carey School of Business. This program groups three students together and tasks them with creating a business idea, conducting the necessary research to bring the concept to life, and exploring

This thesis project has been conducted in accordance with The Founder’s Lab initiative which is sponsored by the W. P. Carey School of Business. This program groups three students together and tasks them with creating a business idea, conducting the necessary research to bring the concept to life, and exploring different aspects of business, with the end goal of gaining traction. The product we were given to work through this process with was Hot Head, an engineering capstone project concept. The Hot Head product is a sustainable and innovative solution to the water waste issue we find is very prominent in the United States. In order to bring the Hot Head idea to life, we were tasked with doing research on topics ranging from the Hot Head life cycle to finding plausible personas who may have an interest in the Hot Head product. This paper outlines the journey to gaining traction via a marketing campaign and exposure of our brand on several platforms, with a specific interest in website traffic. Our research scope comes from mainly primary sources like gathering opinions of potential buyers by sending out surveys and hosting focus groups. The paper concludes with some possible future steps that could be taken if this project were to be continued.

ContributorsGoodall, Melody Anne (Co-author) / Rote, Jennifer (Co-author) / Lozano Porras, Mariela (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Finance (Contributor) / Department of Economics (Contributor) / Dean, W.P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This thesis project focuses on the creation and assessment of the "Simple Stocks" app, a straightforward investment tool specifically developed for people who are new to investing and find it challenging to comprehend the complexities of the stock market. We identified a significant gap in the availability of easy-to-understand resources

This thesis project focuses on the creation and assessment of the "Simple Stocks" app, a straightforward investment tool specifically developed for people who are new to investing and find it challenging to comprehend the complexities of the stock market. We identified a significant gap in the availability of easy-to-understand resources and information for beginner investors, which led us to design an app that provides clear and simple data, professional advice from financial analysts, and an advanced machine learning feature to predict stock trends. The "Simple Stocks" app also incorporates a voting feature, allowing users to see what other investors think about specific stocks. This functionality not only helps users make informed decisions but also encourages a sense of community, as users can learn from each other's experiences and opinions. By creating a supportive environment, the app promotes a more approachable and enjoyable experience for those who are new to investing. Following the successful release of the "Simple Stocks'' app on the App Store, our current objectives include expanding the user base and looking into various ways to generate income. One possible approach is to collaborate with other companies and establish an advertising-based revenue model, which would benefit both parties by attracting more users and increasing profits.

ContributorsKancherla, Sohan (Author) / Karuppiah, Meena (Co-author) / Biyani, Saloni (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Zock, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

For the honors thesis project, a group of five individuals collaborated to design and implement a sustainable business in the ASU community. Kandi Society is a rising jewelry brand whose top priorities include giving recycled plastic a new purpose, philanthropy, and making a welcoming, creative environment for our customers. We

For the honors thesis project, a group of five individuals collaborated to design and implement a sustainable business in the ASU community. Kandi Society is a rising jewelry brand whose top priorities include giving recycled plastic a new purpose, philanthropy, and making a welcoming, creative environment for our customers. We designed the Eco-Bead with 3D CAD modeling and produced it through a process called plastic injection molding which is explained in detail in the final paper. Kandi Society instilled a positive impact on ASU students by igniting a sustainability spark and increasing interest in repurposing materials in the future.

ContributorsBia, Aleya (Author) / Grundoffer, Andie (Co-author) / Maxwell, Olivia (Co-author) / Guebara, Chloe (Co-author) / Connolly, Payton (Co-author) / Byrne, Jared (Thesis director) / Swader, Melissa (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

As members of the Greek community at Arizona State University, we understand that there is a need for a cohesive software that can collectively simplify the amount of applications that fraternities and sororities use, as well as provide a high quality user experience. Our idea is called One Greek. One

As members of the Greek community at Arizona State University, we understand that there is a need for a cohesive software that can collectively simplify the amount of applications that fraternities and sororities use, as well as provide a high quality user experience. Our idea is called One Greek. One Greek can be summed up to address three issues: simplifying communication among members of the same organization, enhancing the event planning process, and creating a new recruitment experience to increase retention and better promote the Greek community.

ContributorsSchipansky, Logan (Author) / Hackbarth, Harrison (Co-author) / Humble, Ryan (Co-author) / Byrne, Jared (Thesis director) / Binch, Bill (Committee member) / Lawson, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

As entrepreneurs, we understand the challenges and obstacles that come with growing a business, which is why we developed a revolutionary software platform to connect entrepreneurs with qualified life coaches. The purpose of Coach Connect is to empower entrepreneurs to achieve their maximum potential by providing access to premium coaches

As entrepreneurs, we understand the challenges and obstacles that come with growing a business, which is why we developed a revolutionary software platform to connect entrepreneurs with qualified life coaches. The purpose of Coach Connect is to empower entrepreneurs to achieve their maximum potential by providing access to premium coaches and cutting-edge resources in human excellence, including the latest advancements in neuroscience and psychology. This objective is accomplished by the development of an application to connect entrepreneurs with coaches, providing value through facilitation. Our platform is unique in leveraging a user database and weighting system to match constituents based on suitable preferences like individual learning and communication styles. Based on categorical filters, our platform perpetrates matches for a more personalized and productive coaching experience. The application addresses key challenges for both coaches and entrepreneurs: a lack of effective marketing resources for coaches and laborious tribulation in finding the right coach. By bridging this gap as the “connective tissue”, we will create a cost-effective, efficient way for coaches to scale their businesses while enhancing the personal and professional development of entrepreneurs. At our core, we are driven by a powerful mission–to unleash the immense potential of entrepreneurs. We are committed to providing every entrepreneur with the tools and resources he or she needs to succeed. As a vehicle of social change, we will make a meaningful impact in the entrepreneurial community where those with the greatest capability require the most decisive wisdom. Our two-ended target market consists of ambitious entrepreneurs aged 25-45 seeking personalized support to overcome obstacles alongside experienced life coaches seeking exposure to those clients for expanding their practices. Coaches will be charged a monthly subscription while entrepreneurs will pay a small fee for platform utilization. Coach Connect boasts a talented and diverse team of five individuals with backgrounds in coaching, NeuroLinguistic Programming, accounting, finance, entrepreneurship, customer service, software engineering, and personal development. Cross-functionality allows us to iterate per validations while algorithms are in development, reducing our time to market. Leveraging an extensive network in the startup industry, as well as resources and connections through Arizona State University, we are uniquely positioned to scale Coach Connect.

ContributorsLin, Kevin (Author) / Meadows, Isabella (Co-author) / Robertson, Hunter (Co-author) / Popwell, Nathan (Co-author) / Alam, Shaira (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / McElfish, Alex (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05