Open Access. Powered by Scholars. Published by Universities.®

Art and Design Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 4 of 4

Full-Text Articles in Art and Design

Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone Jan 2023

Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone

CMC Senior Theses

Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …


Bubbles & Bought-Ins: Reevaluating Price Movements In The Art Market, Silas Wuerth Jan 2020

Bubbles & Bought-Ins: Reevaluating Price Movements In The Art Market, Silas Wuerth

Honors Projects

Employs two tests for bubbles in the art market. First, a right-hand forward recursive augmented Dickey-Fuller test to identify explosive price movements. Second, a test for the statistical significance of hedonic regression price index coefficients after controlling for equity market performance. Finds strong evidence for a speculative bubble in the pre-Great Recession "Post-War & Contemporary" market. Evidence for this bubble diminishes but does not dissipate after accounting for the effect of failed sales on index returns.


Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor May 2019

Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor

Graduate Theses and Dissertations

EVE Online is a massively-multiplayer online game with complex interactions between players and their unique, virtual environment. These relationships are the ongoing results of a conflict-driven economy, but they vary both in duration and by location.

This study attempts to quantify the direct effects of movement and indirect effects of conflict upon economic activity in the form of currency creation and delineate how successfully these relationships can be quantified by narrower time-spans and areas. Results of the mediation models used in this exploration indicate the changing relationship between movement (Ship Jumps), conflict (Ship Kills), and currency creation (Faction Kills) is …


The House That Credit Built: How Advertising Shaped A Culture Of Borrowing In The Decade Of Prosperity., Morgan Folden May 2019

The House That Credit Built: How Advertising Shaped A Culture Of Borrowing In The Decade Of Prosperity., Morgan Folden

Electronic Theses and Dissertations

This thesis is an examination of the visual rhetoric of the advertisements in 1920s America that encouraged consumers to implement payment plans to purchase commodities. It begins with an analysis of a standard advertisement found in a popular subscription journal and describes the ad’s reliance on an editorial-style layout to appeal to the rationality of the viewer, a theme common among marketing schemes of the surrounding decades. It uses an art historical approach to provide a new lens in studying capitalist economics and the provocative issue of empowerment versus confinement in the general visual representation of American housewives. The latter …