Matching Items (10)
Description

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image,

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image, and likeness. The goal of the team was to help “prepare athletes to understand and properly navigate the evolving restrictions and guidelines around athlete name, image, and likeness”. In order to accomplish this, the team had to understand the problems student-athletes face with these changing rules and regulations. The team conducted basic market research to identify the problem. The problem discovered was the lack of communication between student-athletes and businesses. In order to verify this problem, the team conducted several interviews with Arizona State University Athletic Department personnel. From the interviews, the team identified that the user is the student-athletes and the buyer is the brands and businesses. Once the problem was verified and the user and buyer were identified, a solution that would best fit the customers was formulated. The solution is a platform that assists student-athletes navigate the changing rules of the NCAA by providing access to a marketplace optimized to working with student-athletes and offering an ease of maintaining relationships between student-athletes and businesses. The solution was validated through meetings with interested brands. The team used the business model and market potential to pitch the business idea to the brands. Finally, the team gained traction by initiating company partnerships.

ContributorsSchulte, Brooke (Co-author) / Recato, Bella (Co-author) / Winston, Blake (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsMeyer, Sarah Elizabeth (Co-author) / Diaz, Daniel (Co-author) / Timmerman, Justin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsDiaz, Daniel (Co-author) / Meyer, Sarah (Co-author) / Timmermann, Justin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / School of Life Sciences (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Students from the Founder’s Lab at ASU created Equalitree, a company whose main focus is bringing together fans, student-athletes, coaches, and executive staff. In developing the company, the founders looked at various data points from the NCAA about what is already being done to increase diversity and inclusion. After finding

Students from the Founder’s Lab at ASU created Equalitree, a company whose main focus is bringing together fans, student-athletes, coaches, and executive staff. In developing the company, the founders looked at various data points from the NCAA about what is already being done to increase diversity and inclusion. After finding staggering statistics about the state of diversity, the founders began to create ‘Equalitree’. A consulting agency tackling diversity and inclusion. The goal is to increase diversity and inclusion within sports organizations through a series of educational events, social campaigns, and dialogues. In researching the effectiveness of this business model, the founders hosted a week of events. The first event was a dialogue, in which attendees were presented with statistics of diversity within college sports, what is being done on college campuses to bridge gaps and open dialogues, and even held a discussion. For the second event, the founders hosted Keynote Speaker, former NFL player L.J. Shelton, to speak on his experiences within college sports and the NFL. Overall, Equalitree received highly rated reviews and feedback from attendees about the events and the effectiveness.

ContributorsWilliams, Talia Chantrell (Co-author) / Rios, Brian (Co-author) / Zarasian, Natalie (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Dean, W.P. Carey School of Business (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsTimmermann, Justin Michael (Co-author) / Diaz, Daniel (Co-author) / Meyer, Sarah (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Students from the Founder’s Lab at ASU created Equalitree, a company whose main focus is bringing together fans, student-athletes, coaches, and executive staff. In developing the company, the founders looked at various data points from the NCAA about what is already being done to increase diversity and inclusion. After finding

Students from the Founder’s Lab at ASU created Equalitree, a company whose main focus is bringing together fans, student-athletes, coaches, and executive staff. In developing the company, the founders looked at various data points from the NCAA about what is already being done to increase diversity and inclusion. After finding staggering statistics about the state of diversity, the founders began to create ‘Equalitree’. A consulting agency tackling diversity and inclusion. The goal is to increase diversity and inclusion within sports organizations through a series of educational events, social campaigns, and dialogues. In researching the effectiveness of this business model, the founders hosted a week of events. The first event was a dialogue, in which attendees were presented with statistics of diversity within college sports, what is being done on college campuses to bridge gaps and open dialogues, and even held a discussion. For the second event, the founders hosted Keynote Speaker, former NFL player L.J. Shelton, to speak on his experiences within college sports and the NFL. Overall, Equalitree received highly rated reviews and feedback from attendees about the events and the effectiveness.

ContributorsZarasian, Natalie (Co-author) / Rios, Brian (Co-author) / Williams, Talia (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Supply Chain Management (Contributor) / School of Art (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Students from the Founder’s Lab at ASU created Equalitree, a company whose main focus is bringing together fans, student-athletes, coaches, and executive staff. In developing the company, the founders looked at various data points from the NCAA about what is already being done to increase diversity and inclusion. After finding

Students from the Founder’s Lab at ASU created Equalitree, a company whose main focus is bringing together fans, student-athletes, coaches, and executive staff. In developing the company, the founders looked at various data points from the NCAA about what is already being done to increase diversity and inclusion. After finding staggering statistics about the state of diversity, the founders began to create ‘Equalitree’. A consulting agency tackling diversity and inclusion. The goal is to increase diversity and inclusion within sports organizations through a series of educational events, social campaigns, and dialogues. In researching the effectiveness of this business model, the founders hosted a week of events. The first event was a dialogue, in which attendees were presented with statistics of diversity within college sports, what is being done on college campuses to bridge gaps and open dialogues, and even held a discussion. For the second event, the founders hosted Keynote Speaker, former NFL player L.J. Shelton, to speak on his experiences within college sports and the NFL. Overall, Equalitree received highly rated reviews and feedback from attendees about the events and the effectiveness.

ContributorsRios, Brian (Co-author) / Zarasian, Natalie (Co-author) / Williams, Talia (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Taler is a platform that connects brands and businesses to student-athletes.

ContributorsWinston, Blake Elliott (Co-author) / Recato, Bella (Co-author) / Schulte, Brooke (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image,

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image, and likeness. The goal of the team was to help “prepare athletes to understand and properly navigate the evolving restrictions and guidelines around athlete name, image, and likeness”. In order to accomplish this, the team had to understand the problems student-athletes face with these changing rules and regulations. The team conducted basic market research to identify the problem. The problem discovered was the lack of communication between student-athletes and businesses. In order to verify this problem, the team conducted several interviews with Arizona State University Athletic Department personnel. From the interviews, the team identified that the user is the student-athletes and the buyer is the brands and businesses. Once the problem was verified and the user and buyer were identified, a solution that would best fit the customers was formulated. The solution is a platform that assists student-athletes navigate the changing rules of the NCAA by providing access to a marketplace optimized to working with student-athletes and offering an ease of maintaining relationships between student-athletes and businesses. The solution was validated through meetings with interested brands. The team used the business model and market potential to pitch the business idea to the brands. Finally, the team gained traction by initiating company partnerships.

ContributorsRecato, Bella Sebastian (Co-author) / Schulte, Brooke (Co-author) / Winston, Blake (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Engineering Programs (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.

ContributorsHernandez, Melany (Co-author) / Parmenter, Taylor (Co-author) / Byrne, Jared (Thesis director) / Kunowski, Jeffrey (Committee member) / Lee, Christopher (Committee member) / Thunderbird School of Global Management (Contributor, Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05