Five More Minutes: A Guide to Understanding the Esports Consumer

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Description

With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as

With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.

Date Created
2021-05
Agent

Following the Narrative of the United States vs. Soviet Union Hockey Game in the 1980 Winter Olympics

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Description

The 1980 Winter Olympic semi-final hockey game between the United States and Soviet Union changed the history of sporting events. The outcome took everyone by surprise, and it reinvigorated patriotism in the United States. It was and forever will be

The 1980 Winter Olympic semi-final hockey game between the United States and Soviet Union changed the history of sporting events. The outcome took everyone by surprise, and it reinvigorated patriotism in the United States. It was and forever will be known as a miracle. The hockey game has only grown in popularity due to movies, books, and articles reminiscing on one of the greatest sports upsets in history. The United States-Russia rivalry has been a strong one since the very beginning of sports. The United States has always tried to keep up with the Russian talent, but in 1980 they took the Soviets by surprise, at height of the cold war. Not only were they rivals in sports, but enemies at a profound political level. Over the years, the tensions between the two countries have diminished, but recently they have increased again. Although these tensions continue to rise, these countries are able to battle for the top seed through sports. This has been shown throughout the years with one of the main competitions being the 1980 Winter Olympics semi-final hockey game.

Date Created
2021-05
Agent

EVOLVE Academy: Keeping Children Engaged in Sports in a Digital Environment

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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

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.

Date Created
2021-05
Agent

Which Metrics Are Effective in Predicting Future NFL Success of College Football Players?

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Description

In this study, I sought to determine which NFL Combine metrics are predictive of future NFL success among the quarterback, running back, and wide receiver positions, with the hope of providing meaningful information that can be utilized by NFL executives

In this study, I sought to determine which NFL Combine metrics are predictive of future NFL success among the quarterback, running back, and wide receiver positions, with the hope of providing meaningful information that can be utilized by NFL executives when making decisions about draft selections. I gathered samples spanning across the years 2010-2015 of all three of the aforementioned position groups. Among these samples, I used certain criteria which split them up within their position groups. The two groups of players were identified as: those who had successful careers and those who had unsuccessful careers. Given this information, I performed t-tests and ANOVA between successful and unsuccessful groups with the goal of identifying which combine metrics are predictive of future NFL success, and which are not. For quarterbacks, the 40-yard dash, broad jump, three-cone, and 10-yard shuttle all appear to be predictive of success. Notably, quarterback height does not appear to be predictive, despite the popular belief that a quarterback should be tall if they are to succeed. For running backs, player weight, 40-yard dash, and three-cone all appear to be predictive of success, with the broad jump and 10-yard shuttle seemingly predicting success as well, albeit to a lesser degree of strength. For wide receivers, all metrics do not appear to be predictive of success, with the exception of the 40-yard dash, which only appears to be slightly predictive. While there are likely many other factors that contribute to a player’s success than tests administered at the NFL combine, NFL general managers can look to these results when making draft selections.

Date Created
2021-05
Agent

A Behavioral Economic Exploration of Risk and Loss Aversions Among College Students

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Description

The field of behavioral economics explores the ways in which individuals make choices under uncertainty, in part, by examining the role that risk attitudes play in a person’s efforts to maximize their own utility. This thesis aims to contribute to

The field of behavioral economics explores the ways in which individuals make choices under uncertainty, in part, by examining the role that risk attitudes play in a person’s efforts to maximize their own utility. This thesis aims to contribute to the body of economic literature regarding risk attitudes by first evaluating the traditional economic method for discerning risk coefficients by examining whether students provide reasonable answers to lottery questions. Second, the answers of reasonable respondents are subject to our economic model using the CRRA utility function in which Python code is used to make predictions of the risk coefficients of respondents via a two-step regression procedure. Lastly, the degree to which the economic model provides a good fit for the lottery answers given by reasonable respondents is discerned. The most notable findings of the study are as follows. College students had extreme difficulty in understanding lottery questions of this sort, with Medical and Life Science majors struggling significantly more than both Business and Engineering majors. Additionally, gender was correlated with estimated risk coefficients, with females being more risk-loving relative to males. Lastly, in regards to the model’s goodness of fit when evaluating potential losses, the expected utility model involving choice under uncertainty was consistent with the behavior of progressives and moderates but inconsistent with the behavior of conservatives.

Date Created
2021-05
Agent

Mirabella at ASU: Insight, Integration, and Impact of University Based Retirement Communities

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Description

Through research, interviews, and analysis, our paper provides the local community with a resource that offers a comprehensive collection of insight into the Mirabella at ASU Life Plan Community and the projected impact it will have on the City of Tempe and Arizona State University.

Date Created
2021-05
Agent

The United States’ Congo and Ghana: Neo-Colonialism and Conflict with Pan-Africanism

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Description

Historical study of Congo and Ghana during the period of decolonization with context of colonialism. The ideas of Neo-Colonialism and Pan-Africanism are explained and contrasted. Neo-Colonialism is a criticism of the coercive activities of former colonizing countries in former colonies.

Historical study of Congo and Ghana during the period of decolonization with context of colonialism. The ideas of Neo-Colonialism and Pan-Africanism are explained and contrasted. Neo-Colonialism is a criticism of the coercive activities of former colonizing countries in former colonies. Pan-Africanism is the idea that all African people should be united to combat oppression and prejudice. These two forces directly clashed during decolonization with the United States playing the part of a Neo-Colonial power. The U.S., through organizations such as the C.I.A., attempted to destroy Pan-African ideas in both the Congo under Patrice Lumumba and Ghana under Kwame Nkrumah.

Date Created
2021-05

Campus Kit: Gamifying the College Experience

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Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

Date Created
2021-05
Agent

Desired Purchasing Behavior during the COVID-19 Pandemic

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Description

The present study explored the relationship between desired purchasing behavior and individual differences using two nationally-representative, longitudinal samples of the U.S. population early in the COVID-19 pandemic. Past research has shown that individual differences provide information about how one might

The present study explored the relationship between desired purchasing behavior and individual differences using two nationally-representative, longitudinal samples of the U.S. population early in the COVID-19 pandemic. Past research has shown that individual differences provide information about how one might respond to threat. Therefore, we predicted changes in desired purchasing behavior across different sociodemographic variables that might reflect those differences. Specifically, we investigated hypotheses related to political orientation, age, sexual orientation, socioeconomic status, and whether or not the participant had children. We measured participants’ reported desired purchasing behavior across eleven categories of goods and investigated the connection between specific demographic variables and desired purchasing behavior. We found that conservatives desired to purchase more basic protection goods (guns/ammunition, cash, gas) and that older people desired to purchase more cleaning supplies and toiletries. These findings illustrate possible explanations for purchasing behavior during the COVID-19 pandemic and reveal directions for marketing designed to influence purchasing behavior.

Date Created
2021-05
Agent

The Benefit of Dedicated Software Training Programs for Individuals, Corporations, and Universities

Description

The intention of this thesis was to explore potential marketing avenues for Anavate Partners. Anavate Partners specialize in implementing, marketing, and selling the Anaplan software and this thesis was intended to provide a direction for their future marketing campaigns.

Date Created
2021-05
Agent