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 world of role playing games, or RPGs, is a complex, ever changing balance of egos, luck, skill, and fun. It is "always on the verge of destruction… a movement between order and chaos” (Sicart 2014, 3). This paper looks at the creation and implementation of one basic Generic Universal

The world of role playing games, or RPGs, is a complex, ever changing balance of egos, luck, skill, and fun. It is "always on the verge of destruction… a movement between order and chaos” (Sicart 2014, 3). This paper looks at the creation and implementation of one basic Generic Universal Role Playing System (GURPS) story skeleton, and how five groups of five to seven players created five extremely diverse, rich stories. A jointly told story is the sum of the experiences and interactions of the storytellers. The Game Master creates an ever-evolving story based on their own ideas and characters, and influenced by the choices of the Player Characters. Likewise, the Player Characters react and adapt to scenarios given to them by the Game Master, steering the story in subtler, but no less influential ways. Both the Game Master and the Player Characters are influenced in their decisions by out of game rivalries and the interplay of the different roles each player takes on. My research sought to explore how and why a jointly told narrative changes from the original source material. What change agents are due to the power of the Game Master? How do PCs most effectively change their story? To what extent does the story depend on the out-of-game interactions that are shaped by the real world? In this paper I will argue that agônistic play or the lack thereof is the driving force behind joint storytelling due to both the conflict within one player between player and character, and the conflict inherent in bringing multiple overlapping but incongruous social realities together to create a separate shared social reality.
ContributorsAbraham, Rebecca (Author) / Loebenberg, Abby (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor)
Created2018-05
Description

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why the levels of violence in the original fairy tales became less acceptable over time. The analysis concludes that the original stories embodied Freud’s life drive and reality principle, whereas Disney’s counterparts emphasize his death drive and pleasure principle, and ultimately, modern consumers place more value on the latter. Research is provided to support the assertion that the numerous traumatic events that occurred in the first half of the 20th century caused consumers to make this switch in value. Further speculations are made on the impact this project has on the interpretation of Freudian theory, and how this paper interconnects with current research on disability representation in Andersen’s and Grimm’s stories. The project concludes that the shift in valuing the pleasure principle and death drive over the reality principle and life drive indicates that modern consumers would rather be pacified with pleasurable thoughts that taught important but stark morals about life, society, and themselves.

ContributorsGuido, Jessica (Author) / Mack, Robert (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor) / School of Molecular Sciences (Contributor)
Created2023-05
Description
Into The Network is the result of a years worth of role-playing game research and design. Creating a game that allows for dramatic and comical narratives about colliding video-game worlds. This thesis documents the process of researching various analog games, the process of developing mechanic ideas into a prototype, testing

Into The Network is the result of a years worth of role-playing game research and design. Creating a game that allows for dramatic and comical narratives about colliding video-game worlds. This thesis documents the process of researching various analog games, the process of developing mechanic ideas into a prototype, testing the prototype on groups, and finalizing the game into a full product.
ContributorsGaumond, Timothy (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05