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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In my undergraduate honors thesis, I strive to convey my idea that dance is more than just movement, it’s one of the many artistic tools used to express emotions; which therefore has the power to storytell without words. It is my hope to create a captivating form of art that

In my undergraduate honors thesis, I strive to convey my idea that dance is more than just movement, it’s one of the many artistic tools used to express emotions; which therefore has the power to storytell without words. It is my hope to create a captivating form of art that you not only view, but can interact and interpret.

ContributorsSawant, Sarika (Author) / Roses-Thema, Cynthia (Thesis director) / Sulikowski, James (Committee member) / College of Health Solutions (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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
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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
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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.

ContributorsCole, Tyler Phillip (Co-author) / Ouellette, Abigail (Co-author) / Dong, Edmund E. (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Software Engineering (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Armenia is a radiant and unique country, known primarily for its vast history, delicious food, and traditional folklore dance. Although Armenia was constantly ravaged by invading armies, the nation was strong enough to retain its own identity and culture. The rich dance heritage remained a living tradition into the 20th

Armenia is a radiant and unique country, known primarily for its vast history, delicious food, and traditional folklore dance. Although Armenia was constantly ravaged by invading armies, the nation was strong enough to retain its own identity and culture. The rich dance heritage remained a living tradition into the 20th century, when the Turks tried to destroy the dance heritage and left fragments of the dances. Even though many of these fragments were lost due to urbanization, the dance techniques are still continuously studied by scholars and people all around the world.  For my creative project, I chose to perform an Armenian Folk Dance, as dance is an immense part of Armenian’s lives, and is an essential part of the Armenian cultural heritage. Dance is one of the primary ways by which one can observe and gain understanding of the Armenian people, their identity and culture. Dance is a way for Armenians to express themselves, as it is a form of art which combines elements of their rich culture, event-filled past, and their spiritual nature. The folklore dance has always sustained a leading role throughout Armenian history, as it runs through the blood of Armenians, being passed down from generation to generation. The Armenian people have survived and endured various historical challenges, but they have been able to preserve their unique dance elements and forms. To this day, Armenians continue to use dance to keep their culture and identity alive. It is a way to express freedom, and celebrate that even though we as a nation have faced many hardships, us Armenians have survived, and will always continue to survive with our faith, passion, determination, and strong will.
ContributorsKaprelian, Daniella Mary (Author) / McILwraith, Heide (Thesis director) / Alford, Eddie (Committee member) / Barrett, The Honors College (Contributor) / College of Letters and Sciences (Contributor)
Created2015-05
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Description
Students not only deserve to be actively involved and engaged in learning content knowledge, but it can in fact help them learn better. Arguably too few classrooms actually utilize teaching methods that support this kind of environment. There is perhaps fear that methods like integrated curriculum may detract from student

Students not only deserve to be actively involved and engaged in learning content knowledge, but it can in fact help them learn better. Arguably too few classrooms actually utilize teaching methods that support this kind of environment. There is perhaps fear that methods like integrated curriculum may detract from student knowledge. The purpose of this intervention study was to determine how the integration of dance and social studies with an anthropological framework effects student learning of content knowledge in social studies, as well as student attitude toward the topic. Research questions that were addressed in this study are the following: (a) How does the integration of dance and social studies with an anthropological framework affect students' chapter test scores when compared to typical instruction?; (b) How does the integration of dance and social studies with an anthropological framework affect students' attitude toward social studies when compared to typical instruction?. Participants were two 6th grade classes at the same elementary school. As a supplement to a unit on Ancient Egypt, the experimental group received four intervention lessons, taught by the investigator, incorporating creative dance to encourage student exploration and increased understanding of content. An anthropological framework was also implemented to foster respectful investigation of culture. Results show that at posttest the intervention group had significantly higher content knowledge, as measured by a chapter test, compared to the control group. This suggests that this program did in fact help students to reach a better understanding of content. Though surveys showed no difference in attitude between groups or over the course of the study, qualitative student responses from the experimental group suggest extremely positive feelings towards concepts covered in the intervention lessons.
ContributorsSmith, Karli Elizabeth (Author) / Kulinna, Pamela (Thesis director) / Vissicaro, Pegge (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2015-05
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Description
The goal of this research study was to empirically study a poster-based messaging campaign in comparison to that of a project-based learning approach in assessing the effectiveness of these methods in conveying the scope of biomedical engineering to upper elementary school students. For the purpose of this honors thesis, this

The goal of this research study was to empirically study a poster-based messaging campaign in comparison to that of a project-based learning approach in assessing the effectiveness of these methods in conveying the scope of biomedical engineering to upper elementary school students. For the purpose of this honors thesis, this research paper specifically reflects and analyzes the first stage of this study, the poster-based messaging campaign. 6th grade students received socially relevant messaging of juniors and seniors at ASU achieving their biomedical aspirations, and received information regarding four crucial themes of biomedical engineering via daily presentations and a website. Their learning was tracked over the course of the weeklong immersion program through a pre/post assessment. This data was then analyzed through the Wilcoxon matched pairs test to determine whether the change in biomedical engineering awareness was statistically significant. It was determined that a poster-based messaging campaign indeed increased awareness of socially relevant themes within biomedical engineering, and provided researchers with tangible ways to revise the study before a second round of implementation. The next stage of the study aims to explain biomedical engineering through engaging activities that stimulate making while emphasizing design-aesthetic appeal and engineering habits of mind such as creativity, teamwork, and communication.
ContributorsSwaminathan, Swetha Anu (Author) / Ganesh, Tirupalavanam (Thesis director) / Shrake, Scott (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05