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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Description
Horror as a genre is often dismissed on the basis of its reliance on jump scares and adrenaline highs, but history would suggest that society is just as well reflected in horror films as in any other genre. We only truly know our own experiences in real life, but film

Horror as a genre is often dismissed on the basis of its reliance on jump scares and adrenaline highs, but history would suggest that society is just as well reflected in horror films as in any other genre. We only truly know our own experiences in real life, but film grants us the opportunity to see the world through another’s eyes, and what a more powerful way than through the experience of fear. In order to contextualize materials for the creation of a short horror film, the first part of this paper explores horror as a genre and the roles women tend to play in horror, both in the past and the present. It also considers how society perceives threats to women and how women perceive threats to themselves. It is important to define the foundation of women in horror and understand their current role in the genre to achieve the overarching goal of making a short horror film depicting a real issue that women face. A script, a storyboard, a timeline, and other materials for such a production are included as well.
ContributorsPeterschmidt, Bailey Willow (Author) / Mack, Robert L. (Thesis director) / Cheyne, Rebekah (Committee member) / School of Film, Dance and Theatre (Contributor) / Hugh Downs School of Human Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In the Film and Media industries, it seems like it is completely male dominated both on and off the screen. With movements like Me Too and See Her it is important now, more than ever to make a change in the film industry. These movements have been great sparks to

In the Film and Media industries, it seems like it is completely male dominated both on and off the screen. With movements like Me Too and See Her it is important now, more than ever to make a change in the film industry. These movements have been great sparks to create changes in the field which lead to having more representation of women both on and off the screen and in film, tv and media. In my personal experience, when you are a woman on a film set it feels like you can get incredibly overshadowed or if you try to stand up for an idea you could be called bossy. A female mindset on a set, in major positions, seems like it can only be a good thing. Whether that is true or not there have been so few experiences and records of how an all-female set is ran. There is lot of fear that goes into running a set. Many women feel like they cannot handle the environment of a film set because of a certain stigma and stereotype of women in powerful positions. Women, while not always true, can be more understanding when difficult circumstances arise. The gender bias for larger film crews is almost 75 % male, this is a statistic that needs to change soon. It is important to teach the new generation that women in powerful creative roles in film is a normal occurrence and the only way we can get there is being more conscious about who is on our sets.
ContributorsSmith, Mallory Keller (Author) / Scott, Jason (Thesis director) / Lunde, Julia (Committee member) / School of Film, Dance and Theatre (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
Description
HIV/AIDS remains a pressing global health challenge, not only because of its medical complexities but also due to associated stigma and the lack of knowledge of the illness in communities around the world. This thesis analyzed cross-cultural differences and long-term changes in women’s knowledge and stigma around HIV/AIDS in low-

HIV/AIDS remains a pressing global health challenge, not only because of its medical complexities but also due to associated stigma and the lack of knowledge of the illness in communities around the world. This thesis analyzed cross-cultural differences and long-term changes in women’s knowledge and stigma around HIV/AIDS in low- and middle-income countries. Using Demographic and Health Survey (DHS) data from 24 countries for knowledge and stigma from 2000-2018, we examined changes in HIV/AIDS knowledge score and stigma score. The findings shed light on the perception of HIV/AIDS knowledge improving while stigma persisted indicative of remaining concerns about the illness amongst women.
ContributorsMurala, Divya Sruthi (Author) / Hruschka, Daniel (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Molecular Sciences (Contributor) / School of Life Sciences (Contributor) / Department of Information Systems (Contributor)
Created2023-12