Matching Items (224)
Description
This project is an investigation into the many financial issues professional athletes face. These issues include bad spending habits, poor investments, freeloaders (posses/entourages), and more. Following is an explanation of Financial Planning and Wealth Management, and how the application of these strategies and tactics - specifically the use of Sustainable

This project is an investigation into the many financial issues professional athletes face. These issues include bad spending habits, poor investments, freeloaders (posses/entourages), and more. Following is an explanation of Financial Planning and Wealth Management, and how the application of these strategies and tactics - specifically the use of Sustainable Withdrawal Rates in a Capital Sufficiency Analysis - can help to avoid such issues. An illustration of these practices "in action" is given through a case study of fictional athletes and portfolios. Lastly, recommendations are given on potential solutions that could help prevent these problems from affecting more athletes.
ContributorsCastellani, Robert Thomas (Author) / Eaton, John (Thesis director) / Cassidy, Nancy (Committee member) / Judge, Evan (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / WPC Graduate Programs (Contributor) / W. P. Carey School of Business (Contributor) / School of Accountancy (Contributor)
Created2014-05
Description
Peoria, a city of about 171,000 residents in the northwest Valley, is recognized as one of Arizona's fastest growing cities. Peoria does not have a news source that engages millennials, despite the fact that adults ages 18 to 34 make up about 20% of Peoria's population. Thus, I created a

Peoria, a city of about 171,000 residents in the northwest Valley, is recognized as one of Arizona's fastest growing cities. Peoria does not have a news source that engages millennials, despite the fact that adults ages 18 to 34 make up about 20% of Peoria's population. Thus, I created a digital news outlet with a complementary social media presence to target a millennial audience. Peoria Next covers news about Peoria that is either not currently covered by other news outlets or is covered in a different way. The goal of the website is to inform millennials of news and events in Peoria with a focus on topics millennials are interested in. The website receives 40 to 50 unique visitors and around 90 views every month, and Facebook insights show that 32% of the people reached by Peoria Next are in the target age range of 18 to 34. This paper discusses the process involved in creating a news outlet for millennials in Peoria with social media platforms as the main avenue for audience development. The first section discusses the role of local news in a community, using social media to engage the audience and how millennials receive and engage with news. The second section discusses how I developed the website and the overall results.
ContributorsRogers, Anya Bryn (Author) / Leonard, Christina (Thesis director) / Pucci, Jessica (Committee member) / WPC Graduate Programs (Contributor) / Economics Program in CLAS (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description

In today's business environment, customer service is more critical than ever. It is a major factor when consumers decide where to take their business. However, consumer choice is not applicable to all businesses for example, public utilities. Consumers do not have a choice in picking which utility company provides them

In today's business environment, customer service is more critical than ever. It is a major factor when consumers decide where to take their business. However, consumer choice is not applicable to all businesses for example, public utilities. Consumers do not have a choice in picking which utility company provides them service; the choice depends upon local jurisdictions and predetermined service territories. This lack of choice creates a "forced relationship" between consumers and public utilities. Because the nature of this relationship can have a negative impact, public utilities need to reevaluate their approach and invest in effective customer service as a valuable tool to achieve their organizational goals. This study investigates the need for public utilities to expand their investment; explores the available avenues to expand their investment; and offers a recommended pathway with the features and interface to expand their investment. Technology is the key in achieving organizational goals as it can reengineer internal and external operations. Self-service technology (SST) along with the features of gamification enable an organization to reengineer both its internal and its external operations. Companies can shift work from employees to customers and develop new mediums for customer service interaction. Overall, three investments are analyzed: traditional call centers, online, and mobile. The analysis focuses on available features and how those features affect the achievement of organizational goals. Two studies comprise interviews with utility representatives and a customer survey completed to reinforce findings. Based on the research, a smartphone application is the best option to enhance customer service while addressing all organizational goals.

ContributorsKosednar, Andrew Steven (Author) / Eaton, Kathryn (Thesis director) / Brendza, Daniel (Committee member) / WPC Graduate Programs (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description
I am AZ is the beginning of a personal book project which explores six small town museums around the state of Arizona. They include: Cave Creek Museum (Cave Creek), Rim Country Museum (Payson), Navajo Country Historical Society (Holbrook), Superstition County Museum (Apache Junction), Bisbee Mining and Historical Museum (Bisbee), and

I am AZ is the beginning of a personal book project which explores six small town museums around the state of Arizona. They include: Cave Creek Museum (Cave Creek), Rim Country Museum (Payson), Navajo Country Historical Society (Holbrook), Superstition County Museum (Apache Junction), Bisbee Mining and Historical Museum (Bisbee), and The Powell Museum (Page). The document highlights these institutions as valuable assets to the community and state as they preserve the stories and artifacts pertaining to both state and local history. This document includes photos of the institutions, local history stories, and interviews with the directors from each of these museums. There are also descriptions of products that came as a result of this project including: postcards as a mode of relaying information about these places, a digital Arizona museum map to highlight the museums I did visit and keep a list of those I have yet to visit, and the accompanying pop-up exhibition that summarizes each place through photos and stories.
ContributorsSimpson, Jessica Mary (Author) / Sweeney, Gray (Thesis director) / Freeman, Stacey (Committee member) / Looser, Devoney (Committee member) / School of International Letters and Cultures (Contributor) / Department of English (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Student academic performance has far-reaching implications not only on individual students but also the universities and colleges they attend. Student academic performance can affect their time in school as well as their future earning potential, and colleges and universities have a shared interest in the academic performance and retention of

Student academic performance has far-reaching implications not only on individual students but also the universities and colleges they attend. Student academic performance can affect their time in school as well as their future earning potential, and colleges and universities have a shared interest in the academic performance and retention of their students as many state and federal funding opportunities consider these metrics when allocating taxpayer dollars. To assist in the mutual desire for students to succeed, the Calm Connection start-up venture formed with the goal of integrating biofeedback therapy with a student’s unique education needs. For students, one of the largest barriers to effective learning is issues of focus and information retention, and the repeated use of biofeedback therapy trains students to overcome these focus issues and works in conjunction with our app’s study aid and scheduling ability.

ContributorsSchacht, Gregory Philip (Co-author) / Snow, Kylie (Co-author) / Silverman, Marcus (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / School of Accountancy (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current

As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current campus events, and provide the opportunity to develop strong associations and interactions among students. Overall, student-run organizations currently utilize a wide variety of social media; however, frequently it is used without a clear understanding of its role and best practices, which could lead to a loss of effectiveness in their communication with students. Therefore, these factors suggest the need for university student-run organizations to recognize and understand the opportunities that effective social media strategies can bring as a communication tool to enhance student engagement.

ContributorsBastien, Kimberly L (Author) / Byrne, Jared (Thesis director) / LaRoche, Catherine-Ann (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsOuellette, Abigail Frances (Co-author) / Dong, Edmund (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsHouck, Bennett Cooper (Co-author) / Forster, Julia (Co-author) / Sigmund, Aidan (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsSigmund, Aidan Grace (Co-author) / Houck, Bennett (Co-author) / Forster, Julia (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Economics (Contributor) / Dean, W.P. Carey School of Business (Contributor, Contributor) / School of Civic & Economic Thought and Leadership (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05