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
The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of focus in accordance with available literature: the fans and their characteristics, the design of the game itself, and the relationship between fans and the game's developer. This investigation was conducted by first examining existing literature surrounding eSports fans, then collecting public domain data such as Reddit posts, forum posts, and YouTube videos, and last by studying interviews with developers and players. With this thesis, I apply a fan studies approach to eSports by creating a series of indicators based in each of the three focus areas which can be utilized as a systematic method of evaluating an eSport's popularity and growth.
ContributorsHilliker, Noah Henry (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / Anderson, Sky (Committee member) / School of Molecular Sciences (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Brown adipose tissue (BAT) is thought to be important in combating obesity as it can expend energy in the form of heat, e.g. thermogenesis. The goal of this study was to study the effect of injected norepinephrine (NE) on the activation of BAT in rats that were fed a high

Brown adipose tissue (BAT) is thought to be important in combating obesity as it can expend energy in the form of heat, e.g. thermogenesis. The goal of this study was to study the effect of injected norepinephrine (NE) on the activation of BAT in rats that were fed a high fat diet (HFD). A dose of 0.25 mg/kg NE was used to elicit a temperature response that was measured using transponders inserted subcutaneously over the BAT and lower back and intraperitoneally to measure the core temperature. The results found that the thermic effect of the BAT increased after the transition from low fat diet to a high fat diet (LFD) yet, after prolonged exposure to the HFD, the effects resembled levels found with the LFD. This suggests that while a HFD may stimulate the effect of BAT, long term exposure may have adverse effects on BAT activity. This may be due to internal factors that will need to be examined further.
ContributorsSion, Paul William (Author) / Herman, Richard (Thesis director) / Borges, Chad (Committee member) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The purpose of this study is to examine the effect of an existing medication management program in Hispanic individuals with diabetes, focusing on overall management and perceived quality of life (QOL). Diseases such as diabetes affect an individual's physical health, mental health, and social life. The degree to which these

The purpose of this study is to examine the effect of an existing medication management program in Hispanic individuals with diabetes, focusing on overall management and perceived quality of life (QOL). Diseases such as diabetes affect an individual's physical health, mental health, and social life. The degree to which these diseases affect an individual's life depend on how well they control and self-manage care needs. It has been found that Hispanic patients report and demonstrate inadequacy with controlling their diabetes compared to other ethnicities, making this an important public health topic (Schneiderman eta al., 2014). One of the greatest issues the Hispanic population reports as causing most concern is medication management and compliance. Poor medication adherence can increase complications of diabetes and depression, thus increasing poor overall health status and perception. Medication therapy management (MTM) programs run by clinical pharmacists are available to help with medication adherence, aiding in developing a tailored plan to help individuals manage the disease. This study is a cross-sectional study which assess reported QOL and functionality of diabetics enrolled in an MTM program. Participants were recruited from a clinic in Phoenix, Az. Patients completed a questionnaire that included demographics, a QOL questionnaire and a health belief questionnaire. A total of sixteen participants completed the study. The association between time in the medication therapy management program and its effect on general health, social functioning, emotional well-being, and hemoglobin A1C were reviewed. Though no significance was found, means were similar in all groups indicating functionality and A1C control through the diabetes support program may exist.
Created2016-05
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Description
The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
According to the CDC, diabetes is the 7th leading cause of death in the U.S. and rates are continuing to rise nationally and internationally. Chronically elevated blood glucose levels can lead to type 2 diabetes and other complications. Medications can be used to treat diabetes, but often have side effects.

According to the CDC, diabetes is the 7th leading cause of death in the U.S. and rates are continuing to rise nationally and internationally. Chronically elevated blood glucose levels can lead to type 2 diabetes and other complications. Medications can be used to treat diabetes, but often have side effects. Lifestyle and diet modifications can be just as effective as medications in helping to improve glycemic control, and prevent diabetes or improve the condition in those who have it. Studies have demonstrated that consuming vinegar with carbohydrates can positively impact postprandial glycemia in diabetic and healthy individuals. Continuous vinegar intake with meals may even reduce fasting blood glucose levels. Since vinegar is a primary ingredient in mustard, the purpose of this study was to determine if mustard consumption with a carbohydrate-rich meal (bagel and fruit juice) had an effect on the postprandial blood glucose levels of subjects. The results showed that mustard improved glycemia by 17% when subjects consumed the meal with mustard as opposed to the control. A wide variety of vinegars exists. The defining ingredient in all vinegars is acetic acid, behind the improvement in glycemic response observed with vinegar ingestion. Vinegar-containing foods range from mustard, to vinaigrette dressings, to pickled foods. The benefits of vinegar ingestion with carbohydrates are dose-dependent, meaning that adding even small amounts to meals can help. Making a conscious effort to incorporate these foods into meals, in addition to an overall healthy lifestyle, could provide an additional tool for diabetics and nondiabetics alike to consume carbohydrates in a healthier manner.
ContributorsJimenez, Gabriela (Author) / Johnston, Carol (Thesis director) / Lespron, Christy (Committee member) / School of Nutrition and Health Promotion (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This project details the synthesis and analysis of five analogs of model compound NEt-4IB (6-[ethyl(4-isobutoxy-3-isopropylphenyl)amino]nicotinic acid), that target the retinoid-X-receptor (RXR). These molecules were synthesized by substituting, adding, or removing substituents in the nitrogen-containing ring of NEt-4IB. The parent compound is a RXR partial agonist and has proven to be

This project details the synthesis and analysis of five analogs of model compound NEt-4IB (6-[ethyl(4-isobutoxy-3-isopropylphenyl)amino]nicotinic acid), that target the retinoid-X-receptor (RXR). These molecules were synthesized by substituting, adding, or removing substituents in the nitrogen-containing ring of NEt-4IB. The parent compound is a RXR partial agonist and has proven to be effective in the treatment of type II diabetes without the unwanted side effects seen with full agonists. Many of the current drugs used to treat type II diabetes are accompanied by adverse effects including increased triglyceride levels, weight gain, and hypoglycemia. Biological evaluation with KK-Ay (obese diabetic) model mice indicates that NEt-4IB may even be more effective than current drugs on the market, like pioglitazone. As a result, it is predicted that due to such structural similarity, the analogs synthesized for this work will perform equally, if not better than, NEt-4IB.
ContributorsMaiorella, Emma Lauren (Author) / Wagner, Carl (Thesis director) / Marshall, Pamela (Committee member) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Diabetes is prevalent among the Latino population in the United States. Engagement in healthy dietary behaviors, especially as a young adult, is an effective means of reducing risk for diabetes. Previous psychological theories have demonstrated that health beliefs and perceived barriers influence engagement in such behaviors. This research investigated beliefs

Diabetes is prevalent among the Latino population in the United States. Engagement in healthy dietary behaviors, especially as a young adult, is an effective means of reducing risk for diabetes. Previous psychological theories have demonstrated that health beliefs and perceived barriers influence engagement in such behaviors. This research investigated beliefs regarding risk for diabetes among the young, educated Latino population. Study 1 of this research sought to compare health beliefs and perceived barriers to barrier change in the young, educated Latino and European American populations. Latinos reported to have a higher perceived vulnerability to diabetes, but shared the belief in diet as the most important determinant of diabetes risk with European Americans. However, Latinos saw their diet as less malleable in their lives than did European Americans. Study 2 sought to replicate these findings and verify the existence of these beliefs. Young, educated Latinos' beliefs in the importance of diet yet a perceived lack of dietary changeability were confirmed. Furthermore, Study 2 evaluated the efficacy of health messages based in the principle of social proof in motivating health behavior change. Social proof, or social validation, describes the phenomenon in which people who see others similar to them engaging in a particular behavior are more likely to engage in that behavior. Latinos who were randomly assigned to receive a health message utilizing the principle of social proof to motivate healthy dietary changes were more likely to express a willingness to change their diet than those who did not receive such a message. These findings can inform the development of health campaigns seeking to promote healthy behaviors among young, educated Latinos.
ContributorsTowers, Michelle (Author) / Kwan, Virginia S. Y. (Thesis director) / Aiken, Leona S. (Committee member) / Williams, Deborah L. (Committee member) / Basilio, Camille D. (Committee member) / Barrett, The Honors College (Contributor)
Created2014-05
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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
The development of the Diabetic Physiological state is influenced by the Receptor for Advanced Glycation End Products (RAGE). This receptor was discovered in 1992, and the accumulation of research on this subject has been extensive. Structural characterization studies of the RAGE protein have shown that it is a transmembrane protein

The development of the Diabetic Physiological state is influenced by the Receptor for Advanced Glycation End Products (RAGE). This receptor was discovered in 1992, and the accumulation of research on this subject has been extensive. Structural characterization studies of the RAGE protein have shown that it is a transmembrane protein that binds a number of different motile ligands. The diversity of ligands that can attach to the binding domain is the primary factor that allows for RAGE to exhibit its wide-range effects on host cells. Two different studies were completed: one study dealt with the role of IAPP in beta cell death, and the second study was related to RAGE influence on cardiomyocytes and, more specifically, it was related to cardiac cell death. After the completion of the two studies, a comprehensive report was written for each topic. The two papers were merged into a single document. Molecular studies are important for understanding the underlying mechanisms that motivate pathophysiological presentation. In addition to a molecular understanding of the development of diabetes, a clinical research study was completed through the examination of appropriate literature sources. This clinical aspect allowed for the progression of different phases in the research process. A relationship between vinegar and lower plasma glucose was found. The exact mechanism behind this relationship will be studied in the future.
ContributorsGonzalez, Matthew Joseph (Author) / Johnston, Carol (Thesis director) / Collins, Michael (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05