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- Creators: Department of Information Systems
- Creators: Mechanical and Aerospace Engineering Program
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
This thesis examines the value creation potential of renovating an existing commercial real estate asset to a medical office. It begins by examining commercial real estate and the medical sector at a high level. It then discusses the various criteria used to select a subject property for renovation. This renovation is then depicted through a modified pitch book that contains a financial model and pro forma.
This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been curated into a productive, meaningful manner, through a report titled “The State of Startups: A Student Perspective.” <br/> The first key theme of this thesis is that market intelligence can be a powerful tool. The second key theme is the power of knowledge implementation towards competitive strategies. The first section of the thesis will focus on identifying and understanding the current “startup” landscape as a basis on which to build strategic and impactful business decisions. This will be accomplished as the team conducts a landscape analysis focused on the student perspective of the student-based North American “entrepreneurial” ecosystem. The second section of the thesis will focus specifically on the personal experiences of student startup founders. This will be accomplished through the analysis of interviews with founders of the startups researched from the first section of the thesis. This will provide us with a direct insight into the student perspective of the student-based North American “entrepreneurial” ecosystem.
Long distance travel around the globe can potentially be revolutionized with the use of an intercontinental rocket that uses low earth orbit as its medium. This transport system can increase growth in many new businesses like tourism travel between the continents. This research evaluates the technical and non-technical possibilities of using a double-stage reusable rocket, where the second stage is also a reusable, rocket-powered passenger vehicle using a low earth orbit space journey with a stabilized re-entry method that ensures passenger comfortability. A potential network of spaceports spanning the globe is postulated within a range of 4,000 km to 8,000 km(2,160 nm to 4,320 nm) of each other, and each located within an hour by any other means of ground transport to population hubs greater than four million. This will help further connect the world as the journey from one major city to another would take at most an hour, and no point on the habited continents would be more than 4,000 km(2,160 nm) from a spaceport. It is assumed that the costs of an international first class flight ticket are in the thousands of dollars range showing how there is a potential market for this type of travel network. The reasoning and analysis, through a literature review, for an intercontinental rocket vehicle is presented along with the various aspects of the possibility of this kind of travel network coming to fruition in the near future.
Long distance travel around the globe can potentially be revolutionized with the use of an intercontinental rocket that uses low earth orbit as its medium. This transport system can increase growth in many new businesses like tourism travel between the continents. This research evaluates the technical and non-technical possibilities of using a double-stage reusable rocket, where the second stage is also a reusable, rocket-powered passenger vehicle using a low earth orbit space journey with a stabilized re-entry method that ensures passenger comfortability. A potential network of spaceports spanning the globe is postulated within a range of 4,000 km to 8,000 km(2,160 nm to 4,320 nm) of each other, and each located within an hour by any other means of ground transport to population hubs greater than four million. This will help further connect the world as the journey from one major city to another would take at most an hour, and no point on the habited continents would be more than 4,000 km(2,160 nm) from a spaceport. It is assumed that the costs of an international first class flight ticket are in the thousands of dollars range showing how there is a potential market for this type of travel network. The reasoning and analysis, through a literature review, for an intercontinental rocket vehicle is presented along with the various aspects of the possibility of this kind of travel network coming to fruition in the near future.
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.