Matching Items (102)
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This research analyzes the rise of personal style bloggers in order to position them as new experts of fashion. I approached this thesis using case studies on three blogs that represent the evolution of the style blog to determine how these new experts have come to power and how they

This research analyzes the rise of personal style bloggers in order to position them as new experts of fashion. I approached this thesis using case studies on three blogs that represent the evolution of the style blog to determine how these new experts have come to power and how they are using their influence to challenge traditional experts. Several theories that focus on the act of community building as well as Bourdieu's theories on taste were employed to examine the data compiled from these case studies. I found that personal style bloggers have morphed into a crop of new fashion experts through the dialogical relationship they are creating with their audiences online by broadening the definition of fashion and its participants. While personal style bloggers remain outside the confines of the traditional fashion industry, their ascendancy illustrates the equalizing power of the Internet as it pertains to the redefinition of roles and the altering of the norms for the overall expression of fashion.
ContributorsSilva, Pedro (Author) / Ingram-Waters, Mary (Thesis director) / Prior, Matthew (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Department of English (Contributor)
Created2013-12
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Drawing from qualitative interview data of 18 fantasy football participants, an interview with an NFL executive, and online social forum threads, we argue that the traditional stadium is not accommodating the needs of fantasy football fans. Analysis of these fans and their consumption patterns indicate that this new type of

Drawing from qualitative interview data of 18 fantasy football participants, an interview with an NFL executive, and online social forum threads, we argue that the traditional stadium is not accommodating the needs of fantasy football fans. Analysis of these fans and their consumption patterns indicate that this new type of fan is tech savvy, more likely to consume a larger amount of NFL content, and less likely to attend games in person. Analysis of NFL consumption patterns shows that the in-home viewing experience is becoming a better alternative to attending games at stadiums for many fans. We argue that it is in the best interest of stadium owners and the NFL to cater to these fans and provide a compelling experience on game day that will be strongly differentiated from the home viewing experience.
ContributorsJohnson, Colin (Co-author) / Andreas, Mitchell (Co-author) / Ingram-Waters, Mary (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Management (Contributor) / Department of Finance (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-05
Description
The multibillion dollar fantasy sports industry is comprised of two main groups: traditional fantasy sports (TFS) and daily fantasy sports (DFS). TFS users play in season­long leagues while DFS users play in one­day contests. In November 2015, New York Attorney General Eric T. Schneiderman opened an investigation into the DFS

The multibillion dollar fantasy sports industry is comprised of two main groups: traditional fantasy sports (TFS) and daily fantasy sports (DFS). TFS users play in season­long leagues while DFS users play in one­day contests. In November 2015, New York Attorney General Eric T. Schneiderman opened an investigation into the DFS businesses FanDuel and DraftKings following allegations of “insider trading” by employees who may have had access to information that was not available to the public. Schneiderman’s investigation generated questions about DFS and how they differed from TFS. It was also the first instance of the differentiation between the two. This study looks at how TFS users and DFS users are similar and different in their motivations to play.
Our study surveyed 43 DFS users to determine how they began playing DFS, what they like about DFS, and what they dislike about DFS. From the data collected, it was determined that TFS and DFS users are similar in their competitive nature, in their increased levels of sports consumption and investment, and in their increased favoritism towards individual players over teams. The main differences between TFS and DFS users were how each felt they were at a disadvantage, the levels of camaraderie within the sport, and their stance on gambling. TFS users felt their disadvantages came from lackluster commissioners while DFS users felt that the companies themselves were setting them at a disadvantage. TFS users placed more value on the camaraderie and social sport while DFS users placed more value on profit and excitement. TFS users felt that TFS was not gambling and that DFS was, while DFS users accepted DFS as gambling.
ContributorsLandauer, Kevin James (Author) / Ingram-Waters, Mary (Thesis director) / Fette, Donald (Committee member) / W. P. Carey School of Business (Contributor) / School of Molecular Sciences (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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There are many fans who invest a lot of time, money, and effort into fantasy football. Finding a balance between maintaining loyalty to a favorite team while trying to win a fantasy league has become an issue. There are those fans who take precautions to assure loyalty while playing and

There are many fans who invest a lot of time, money, and effort into fantasy football. Finding a balance between maintaining loyalty to a favorite team while trying to win a fantasy league has become an issue. There are those fans who take precautions to assure loyalty while playing and then there are those who put their loyalties aside and treat fantasy football as its own entity outside of their fandom. In this project I am studying how playing fantasy football affects an individual's team loyalty.
ContributorsAssi, Stephanie Faye (Author) / Ingram-Waters, Mary (Thesis director) / Soares, Rebecca (Committee member) / Dwyer, Brendan P. (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor)
Created2015-05
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This research is solely based on the legality of fantasy sports in Arizona. At this time, these contests are deemed as illegal gambling and historically banned. Throughout my research I consider the many entities involved, particularly the Native American tribes. I also go on to discuss a historical timeline of

This research is solely based on the legality of fantasy sports in Arizona. At this time, these contests are deemed as illegal gambling and historically banned. Throughout my research I consider the many entities involved, particularly the Native American tribes. I also go on to discuss a historical timeline of all the social, intellectual, and legal aspects within the industry and how it became so prevalent today.
ContributorsCozzi, Mary Patricia (Author) / Ingram-Waters, Mary (Thesis director) / Dawn, Walton Lee (Committee member) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be

Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be played, vocal fans of the game will often argue that the female character is more desirable depending on the experience that the player is wanting. It is this inconsistency between the gaming industry's data on gender choice and the fans that go against this data that leads to the present research. This research explores why men play female characters in video games. Previous literature found that avatar choices matter to gamers, both for how they are viewed and how they experience the game. This literature suggests that gamers make character decisions based on the desired gaming experience. Data for the current study consists of comments from five Reddit posts and from supplementary surveys completed by volunteers from Reddit. Four main categories that encompassed the numerous results are identified: in-game advantages, player-character interactions, exploration of new experiences and/or identities, and novelty. Each category also features a number of subcategories that were identified first and then combined to make the final four categories. The results found supported previous literature as well as expanded the literature to offer more insight behind why male gamers choose to play as female characters. This choice is ultimately reliant upon varied factors on which they base their choices for the desired gaming experience.
ContributorsBunch, Sarah Elizabeth (Author) / Mack, Robert (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis,

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.
ContributorsSmith, Brenden (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / School of Life Sciences (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The purpose of this paper is to identify if there is a relationship between the year-over-year success of a Division 1 college football team and numerous academic and financial indicators of the host university. College football has become the lifeblood of major university athletic programs as it is consistently the

The purpose of this paper is to identify if there is a relationship between the year-over-year success of a Division 1 college football team and numerous academic and financial indicators of the host university. College football has become the lifeblood of major university athletic programs as it is consistently the top revenue generator for university athletic programs across the country. The purpose of this paper is to not only identify the correlation between the success of these teams and financial indicators but to also identify if there are non-financial aspects that are affected by the football team’s success and how a university can capitalize on these.
Specifically, this paper focuses on the Arizona State University Sun Devils football team’s year-over-year results from 2006-2016 and uses this dataset as a comparison against multiple academic and financial measures from the university. This paper also attempts to define what a university's “brand” is and discuss the effect that these teams have on a student’s experience at the university. Based on these findings and results, we attempt to draw conclusions surrounding this information on if there are certain correlations between football success and university indicators and how strongly these indicators affect the university and its brand.
ContributorsRaysik, Bailey (Co-author) / Whiteley, Andrew (Co-author) / Roberton, Sean (Co-author) / Ingram-Waters, Mary (Thesis director) / Eaton, John (Committee member) / WPC Graduate Programs (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
Being Sparky will be a sports documentary about the life of Walker McCrae as Arizona State University’s mascot, Sparky. The idea behind this documentary is to outline all that encompasses being Sparky from events themselves to student life, as well as the time commitment needed for such a role. The

Being Sparky will be a sports documentary about the life of Walker McCrae as Arizona State University’s mascot, Sparky. The idea behind this documentary is to outline all that encompasses being Sparky from events themselves to student life, as well as the time commitment needed for such a role. The purpose is to show the impact Sparky has not only on the university but on the people who are Sparky. While it can just be wearing a costume and getting really sweaty, the work one puts in to it will always reap rewards. To most people, Sparky life seems simple and straightforward but the reality is that it is much more complex and that is what we want to demonstrate in this documentary.
ContributorsMcCrae, Walker (Co-author) / Millon, Ellie (Co-author) / Ashby, Ben (Co-author) / Lizzy, Baxter (Co-author) / Ingram-Waters, Mary (Thesis director) / Bonfiglio, Thomas (Committee member) / Schildkret, David (Committee member) / Eaton, John (Committee member) / Scott, Jason (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05