Barrett, The Honors College Thesis/Creative Project Collection
Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.
Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.
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- All Subjects: Marketing
Over time, the conversation around the topic of business has shifted from being a source of money and a place for hard-workers, to fueling capitalism and only making the world a worse place, in a cycle which we cannot escape. Marketing is included in this shift of conversation and perspectives. People have begun to only see marketing as fuel for this capitalistic cycle, rather than a way in which we can break it. It has been established that, contrary to current beliefs, marketing has the power to have a positive impact on society and benefit the world (Better Marketing for a Better World, 2022). It’s up to the new generations of marketers to enact this positive and necessary change. Creating an academic course for students in the W. P. Carey School of Business at Arizona State University is a starting point for this change. This study aims to address the gap in education for business students, specifically in marketing, to understand how marketing can positively impact society.
This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.