• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer

Erin Mihalik

  • Home
  • Interests
  • Experience
    • Certifications & Courses
    • Resume
    • Design Portfolio
  • Blog
    • Animal Crossing New Horizons and Pocket Camp: What’s better about mobile?
    • My (lack of) Social Media Governance – and What I Hope to Do About It
    • The Past, Present, and Future of Influencer Marketing
    • Waze: Designed with its Users in Mind
    • The Triple Constraint – Marketing Edition
    • Yale Art School – Amazing prank or UX nightmare?
    • Gamification Strategy as Brand Activation
    • Dungeons and Dragons and COVID-19: A Critical Success
    • Pokémon Go Meets Environmental Cleanup
    • The Wide World of Esports: How AI is Changing the Game
  • Contact

ai

November 18, 2020 By Erin Mihalik Leave a Comment

Pokémon Go Meets Environmental Cleanup

Graphic banner showing half a globe, half a camera shutter, with a figure cleaning up trash on a hill

(Expansion on Blog Post: Pokémon Go Meets Environmental Cleanup)

Back in October, our cohort was tasked with writing a blog post about a wicked problem taking place in society today. The wicked problem I chose to address was the global problem of climate change and water pollution. This is such a vast problem that it’s hard to break down into small pieces to focus on individual issues we can address and try to solve. I proposed an innovative application that uses AI to gamify environmental cleanup, tackling a problem we’re all very familiar with as a society: littering.

This app would work similarly to Pokémon Go, using AR technology to identify litter on the ground and track the act of throwing it away or recycling it in the proper receptacles. The app would track cleanup tasks and assign points for each completed task, rewarding users for all of the trash that was picked up in their community.

I wanted to build on this idea further utilizing concepts we’ve covered in our Digital Marketing course. If an app like this were to be developed, there are some key points that need to be addressed. First, who would pay for the creation of this app? I believe a viable option could be an environmental agency, whether it’s the Environmental Protection Agency or other large organizations such as Sierra Club or The Nature Conservancy1. I also believe there’s an opportunity for popular retail companies to invest in the app’s development. Because the idea of this app is to grant rewards to users for cleaning up in their community, retail companies could invest and “buy in” to the app, providing funding as well as the opportunity to redeem points for merchandise credit to users.

Secondly, I wanted to address what the value proposition would be for both the funders and the end-users. The easiest one to address is the value proposition for the end-user; this is fairly simple. Using the app to complete tasks and clean up surrounding neighborhoods rewards users with points that are redeemable for merchandise credits. Cleaning up trash and other debris, in this way, puts money in the user’s pocket. Additionally, the user may see value in having a cleaner neighborhood, and ideally would feel the impact of the difference they’re making in their community.

Infographic-style image says 86% of consumers want companies to stand for social issues, 64% of consumers are likely to buy from such companies from Forbes.comAs for the funder, their choice to invest and buy in to this app would be perceived, societally, as a choice for a greener future. It’s more important now than ever that major companies position themselves as companies that care about the environment. According to an article from Forbes Magazine, consumers are more careful with where they spend their money, and when they do spend, they prefer to spend money on companies and brands that are openly pro-social and exercise ethical business standards. Furthermore, the article touches on a report by Shelton Group that says, “…not only do consumers support corporate activism (86% want companies to stand for social issues) but also that 64% of them are likely to buy from such companies.2”

I think there’s hope for an app like this to be developed sooner rather than later. It’s clear that the environmental issues happening around the globe are not diminishing any time soon, and it’ll take a disruptive innovation like this app to allow individual citizens to take action and make a difference in their own communities.


Sources:

  1. 25 Top Environmental Non-Profits, Cyndi Meuchel. Moneyminder.com, April 2014.
  2. Why Sustainable Branding Matters, Simonetta Lein. Forbes.com, August 2018.

 

Share:

  • Click to email this to a friend (Opens in new window)
  • Click to print (Opens in new window)
  • Click to share on Facebook (Opens in new window)
  • Click to share on LinkedIn (Opens in new window)
  • Click to share on Reddit (Opens in new window)
  • Click to share on Twitter (Opens in new window)
  • Click to share on Pinterest (Opens in new window)

Filed Under: Uncategorized Tagged With: ai, environment, environmental cleanup, mobile app, wicked problem

October 25, 2020 By Erin Mihalik Leave a Comment

The Wide World of Esports: How AI is Changing the Game

Illustrated Banner Image with globe and gaming controller icons
eSports Graphic Banner designed by Erin Mihalik

(Expansion on Blog Post: The Wide World of Esports: How AI is Changing the Game)

OK, I’ll admit it: I’ve never been a huge sports fan. I tried for a while to be a New York Giants fan like my dad, but the jersey never quite fit. Video games, however, were far more interesting to me. Lately, I’ve been hearing the term “eSports” more frequently, and a conversation with some gamer friends sparked my curiosity to understand more about this rising phenomenon.

Esports athletes – from streamers to billionaires

When I first heard the term “eSports,” I imagined it referred to watching gamers stream games like FIFA 20 or Madden NFL, but it turns out it’s so much more than that. Gamers from all over the globe stream games like Overwatch, League of Legends, and Fortnite to millions of viewers every day. Many have made a career out of it, and their prize earnings from competing in tournaments can range with 6-figure to 7-figure prizes1. For example, Kyle Giersdorf, a 16-year-old gamer from Pottsgrove, PA won a Fortnite tournament in 2019, winning a prize of $3 million2. This is just scraping the top of how vastly lucrative this industry is. According to Statista, the projected global market revenue for eSports is expected to reach $1.6 billion by 2023. Most of these revenues come from major sponsorships, by celebrities like The Weeknd and companies like Samsung, and the rest comes from media rights, publisher fees, merchandise, ticket sales, and streaming services.

How is AI changing the game?

Where does AI fit into this presently million-dollar industry? The rise of AI technology has produced analytics platforms, like Aim Lab, which provides AI-powered coaching to eSports players, suggesting better strategies and alternative tactics to increase the odds of winning a tournament. For example, this platform can record a player’s performance in a first-person shooter game. At the end of the game, a screen will pop up with observations of the player’s performance and recommendations for improvement. After providing recommendations on where to shoot, where to pay extra attention, how to switch weapons faster, etc., the game restarts and the player has the ability to try again with this new perspective4.

AI performance analysis – eSports and beyond

In my original post, I asked my peers to think about ways AI technology could be further used in the eSports industry. What sort of disruptive opportunities does the combination of AI and athletic performance bring to this unique industry? One classmate mentioned the potential use for AI in analogue sports: an AI that records an athlete pitching a fastball, or kicking a soccer ball, and provides feedback on how to improve their form, their aim, and so on. Thinking back to Christensen’s Signals of Change article, I wondered if using AI to analyze professional athletes’ performance would be considered a new-market disruptive opportunity, arguing that professional athletes might be considered “nonconsumers” for performance AI to the level that AI is being used in eSports. Nonconsumers are usually identified as people who lack convenient access, ability, or the wealth to accomplish a job. They usually hire someone to do the job for them6. In this case, athletes hire coaches to tell them how to improve their skills. Can AI completely replace a coach, or provide services a coach can’t?

Based on an article by CIO.com, it seems that categorizing professional athletes as nonconsumers may not be so simple. The author shares how AI has been playing a major role in performance improvements, both for the players and the coaches. When referring to the impact AI is having on strategic game decisions, the author writes, “Through a combination of wearable sensors and high-speed cameras, AI platforms can now measure the speed, spin, and placement of a tennis serve, a curve ball, a forward pass, a penalty kick, and dozens of other similar actions, not to mention the motions and positioning in space of the players who perform them.”5 Now, it stands to reason that professional athletes do in fact have access to high quality AI that analyzes performance and provides feedback, yet it’s still considered feedback that traditional coaching can’t provide.

It would require a lot more research to find out the extent of how AI is being used in professional sports, and whether or not it’s used across the industry or if it’s only the wealthiest teams who have access to it. Perhaps there’s opportunity for a lower-quality AI to help train college athletes, preparing them for the big leagues. For now, I’m satisfied with what I’ve learned in both the eSports and professional sports industries.


Sources:

  1. “See how much the top eSports teams, athletes, and their organizations make”, Mai-Hanh Nguyen for Business Insider, 2018.
  2. “Who is ‘Bughha’? Kyle Giersdorf, 16-year-old Fortnite winner, is $3 million richer,” Chris Bumbaca for USA Today, 2019.
  3. “eSports market revenue worldwide from 2018 to 2023,” Christina Gough for Statista, 2020.
  4. “Artificial Intelligence & eSports: It Was All a Stream,” Alley Lyles for medium.com, 2020.
  5. “Artificial Intelligence in Sports: A Smarter Path to Victory,” by Atul Soneja for CIO.com, 2020.
  6. “The Signals of Change: Where are the Opportunities?” Clayton M. Christensen, Scott D. Anthony, Erik A. Roth for Harvard Business School Press, 2006.

Share:

  • Click to email this to a friend (Opens in new window)
  • Click to print (Opens in new window)
  • Click to share on Facebook (Opens in new window)
  • Click to share on LinkedIn (Opens in new window)
  • Click to share on Reddit (Opens in new window)
  • Click to share on Twitter (Opens in new window)
  • Click to share on Pinterest (Opens in new window)

Filed Under: Uncategorized Tagged With: ai, artificial intelligence, disruptive innovation, esports, innovation, sports

Primary Sidebar

Recent Posts

  • Animal Crossing New Horizons and Pocket Camp: What’s better about mobile?
  • My (lack of) Social Media Governance – and What I Hope to Do About It
  • The Past, Present, and Future of Influencer Marketing
  • Waze: Designed with its Users in Mind
  • The Triple Constraint – Marketing Edition
  • Yale Art School – Amazing prank or UX nightmare?

Footer

Connect with me

  • LinkedIn

Copyright © 2022 · Erin Mihalik
Disclaimer: The information included in e-portfolios are posted and maintained by the applicable student. Temple University makes no representation as to the accuracy or currency of this information.

loading Cancel
Post was not sent - check your email addresses!
Email check failed, please try again
Sorry, your blog cannot share posts by email.