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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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
The main goal of this project is to discuss the evolution of women in medicine by focusing on their history and where they are today. Women have gone through a lot of obstacles to be able to work in competitive fields today. They have done tremendously and they have also

The main goal of this project is to discuss the evolution of women in medicine by focusing on their history and where they are today. Women have gone through a lot of obstacles to be able to work in competitive fields today. They have done tremendously and they have also broken several barriers to prove to world that it is possible to be a successful working female in the work field. The focus on Muslim female physicians is placed because many Muslim women are judged by their religion prior to getting to know who they truly are. Many of those Muslim women are very successful physicians who have set the bar high. Throughout this paper one on one interviews with Muslim females in medicine were conducted to show the outside world that Muslim women are just like any other working individual. They all have similar passions and the goal to heal. The mentality of women being the only caretaker and housewife has shifted over the years, in 2017, women are working in very competitive fields such as medicine, engineering, mathematics, science, research and more. This project also included an online survey which indicated how women in the medical field feel towards certain conditions. The results indicated that many women do in fact feel inferior to their male colleagues and they also felt that they had to work harder to prove their abilities. This is because there has always been the idea that no matter what a woman will not be as successful as a man and our history shows that people did believe that. However, on the bright side the interviews and survey conducted revealed that women will not let the discouragement of others put them down, instead they have worked hard and proved that they are fully capable of performing their duties as medical doctors.
ContributorsTohaibeche, Raneem (Author) / Ali, Souad T. (Thesis director) / Mousa, Neimeh (Committee member) / School of Molecular Sciences (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The purpose of this project is to create an educational activity book for Spanish-speaking children that face a language barrier when seeking care in the Emergency Room. In order to effectively develop relationships and provide exceptional healthcare for clients, nurses must understand how to effectively communicate (Escarce & Kapur, 2006).

The purpose of this project is to create an educational activity book for Spanish-speaking children that face a language barrier when seeking care in the Emergency Room. In order to effectively develop relationships and provide exceptional healthcare for clients, nurses must understand how to effectively communicate (Escarce & Kapur, 2006). Current research reports that clients with Spanish as their primary language were more likely to have a poor experience when seeking health care assistance (Hispanic Health Disparities and Communication Barriers, 2016). Additionally, they were more likely not to seek care at all due to little or no communication capabilities with healthcare staff (Hispanic Health Disparities and Communication Barriers, 2016). The language barrier present and the lack of resources available to address the issue have created a disparity in the quality of healthcare for Spanish-speaking clients (Juckett, 2013). The book was made with the intention of being distributed to Spanish-speaking children and/or children with Spanish-speaking guardians, upon arrival to the Emergency Department. This educational activity book is to be used by the child, their guardians, and their involved health care staff to more comfortably navigate their way through the Emergency Room process.
ContributorsBurkey, Lindsey (Co-author) / Streecter, Angela (Co-author) / Stevens, Carol (Thesis director) / Murphy, Ana Orrantia (Committee member) / Sutter, Kimberlee (Committee member) / Arizona State University. College of Nursing & Healthcare Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Multiple sclerosis is a neurological disease that attacks the nerves in the central nervous system of the brain and spinal cord. Multiple sclerosis is a neurological disease that attacks the nerves in the central nervous system of the brain and spinal cord.  The severity of multiple sclerosis varies based on

Multiple sclerosis is a neurological disease that attacks the nerves in the central nervous system of the brain and spinal cord. Multiple sclerosis is a neurological disease that attacks the nerves in the central nervous system of the brain and spinal cord.  The severity of multiple sclerosis varies based on the each person and the progression of the disease. There are roughly 2.5 million people that suffer from this disease that life is changed dramatically from being diagnosed with no main way to ease into adjusting to a new lifestyle. The increase of people that are diagnosed with multiple sclerosis, and with a majority of those people being diagnosed in their early 20’s, there is a need for an application that will help patients manage their health. Multiple sclerosis leads to a lifestyle change, which includes various treatment options as well as routine doctor appointments.  The creation of the myMS Specialist application will allow patients with multiple sclerosis to live a more comfortable lifestyle while they easily track and manage their health through their mobile devices. Our application has seven components that all play an important role in adjusting to the new everyday lifestyle for a patient with multiple sclerosis. All seven components are largely intertwined with each other to help patients realize patterns in their diet, sleep, exercise and the weather that causes their symptoms to worsen. Our application not only connects to a patient’s doctor so that there is full access of information at all time to the doctor but provides beneficial research to help further the understanding of multiple sclerosis. This application will be marketed and available for purchase to not only patients but doctors. It is our goal to lessen the burden of a new lifestyle to a patient, create constant communication with one’s doctor and provide beneficial data to researchers.
ContributorsSaenz, Devon (Co-author) / Peterson, Tyler (Co-author) / Chomina-Chavez, Aram (Thesis director) / Staats, Cody (Committee member) / W. P. Carey School of Business (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Accountancy (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
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
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Description
Students Organize for Syria (SOS) is the student led initiative for Syria. With 18 registered chapters across the United States, this student organization is targeting a multidimensional cause by different means. Though it is now a national movement, it started off with one group at Arizona State University, with one

Students Organize for Syria (SOS) is the student led initiative for Syria. With 18 registered chapters across the United States, this student organization is targeting a multidimensional cause by different means. Though it is now a national movement, it started off with one group at Arizona State University, with one student. Zana Alattar, founder and student director of SOS, tells the story of how she took an ASU organization, Save Our Syrian Freedom (SOS Freedom), to the national level as SOS. As a pre-medical student, she also combines her work in human rights with her future in healthcare. After all, health and human rights have long maintained a synergistic relationship.
ContributorsAlattar, Zana (Author) / Graff, Sarah (Thesis director) / McClurg, Sharolyn (Committee member) / School of Molecular Sciences (Contributor) / School of Social Transformation (Contributor) / School of Life Sciences (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
Techno-scientific thinking, which has become firmly grounded in modern medicine, moves towards reifying medicine as a science, losing all aspects of what it means to heal beyond curing a patient’s physical malady. A blueprint has been made on how best to interact with patients, a formulaic way of approaching medicine

Techno-scientific thinking, which has become firmly grounded in modern medicine, moves towards reifying medicine as a science, losing all aspects of what it means to heal beyond curing a patient’s physical malady. A blueprint has been made on how best to interact with patients, a formulaic way of approaching medicine that seeks to get to the bottom of the patient’s biological disease. But this blueprint is the very reason doctors and patients misrecognize the potential befriending suffering has to heal the psychological dis-ease the patient feels when confronted by suffering. Thus, the process of treating patients is in need of reform. To do this, we must recover the dimension of depth that has been seemingly lost in the medical field. Doctors and patients alike should be critical of this systematic way of thinking about the doctor-patient relationship, a way of thinking that has far more implications than typically recognized. Science itself is not the problem; rather, it is thinking that says science is the only way one ought to approach and understand medicine and the only way to cure patients when there is much more to healing than curing.
In befriending suffering, one has the opportunity to re-understand herself and reorient herself to the world. Through dialogue, one can befriend her suffering and attempt to hear what it might be saying to her. Furthermore, by being a virtuous friend to her suffering, being one who is sincere, reverent, tender, and effortful, one can discover the generative aspects of suffering. By turning toward suffering together, the doctor and patient can connect in a way that better helps them understand themselves and each other. By understanding themselves and their individual suffering, each has the possibility of becoming a more authentic person and living more meaningfully in their daily lives. In understanding each other, the doctor has the potential to heal her patients—and patients, one could say, have the potential to heal their doctors as well. To do this, both must enter into conversation openly and with the virtues of friendship in mind. It may be difficult, but each one’s worldview might expand and new insights gleaned. By coming together, each has the possibility of living better individually.
ContributorsAdcock, Preston Michael (Author) / Piemonte, Nicole (Thesis director) / Ramsey, Ramsey Eric (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Human subject research is a sensitive ethical topic in today's society, and with good cause. The history of human subject research is full of tragedy and wrongdoing, which is what has led to the firm restrictions we presently have. At the same time, we also acknowledge the value behind human

Human subject research is a sensitive ethical topic in today's society, and with good cause. The history of human subject research is full of tragedy and wrongdoing, which is what has led to the firm restrictions we presently have. At the same time, we also acknowledge the value behind human subject research and the information science can obtain from such endeavors. This project analyzes this conundrum through a narrative describing a group of scientists who choose to ignore some of the laws and regulations concerning human subject research in order to pursue neurological based research for a "greater good." In the novella, the scientists end up harming several people while performing their illegal research, but are able to obtain successful results. However, the group is eventually caught, and end up having to face the consequences of their actions. The situations and interactions the story presents are meant to juxtapose both sides of the human subject research ethical argument in a unique way in order to allow the reader to critically think through the argument themselves and form their own opinions on the matter.
ContributorsPirotte, Benjamin Daniel (Author) / Finn, Edward (Thesis director) / Cook, Paul (Committee member) / McGregor, Joan (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Historical, Philosophical and Religious Studies (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