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
Criminal Justice is a complex subject matter, and not everyone agrees on the way a criminal justice system ought to function. But one feature that is common to virtually all forms of proposed justice systems is that a true justice system treats people ethically. The question, then, is how a

Criminal Justice is a complex subject matter, and not everyone agrees on the way a criminal justice system ought to function. But one feature that is common to virtually all forms of proposed justice systems is that a true justice system treats people ethically. The question, then, is how a justice system can achieve this. This investigation analyzed two ethical theories, Kantianism and Utilitarianism, to determine which one would be better suited for guiding a criminal justice system on how to treat the people involved ethically. This investigation focused on applying the two theories to the U.S. Criminal Justice System in particular.
Kantianism is a duty-based moral theory in which actions have an intrinsic moral worth. This means certain actions are morally right and other are morally wrong, regardless of the intended or realized consequences. The theory relies on the categorical imperative to judge the morality of certain actions. It states that an action is moral if its maxim can be willed universal law and if it avoids treating people as merely a means. In contrast, Utilitarianism is a consequentialist theory which focuses on the consequences of an action in judging moral worth. In Utilitarianism, the morally correct action is the one which will maximize utility; that is to say, the morally right action is the one which will produce the greatest amount of happiness and minimize the amount of pain for the greatest number of people.
After applying these two theories to moral dilemmas facing the U.S. Criminal Justice System, including the appropriate collection of DNA evidence, the use of police deception, and the use of criminal punishments such as solitary confinement or the death penalty, it was clear that Kantianism was the ethical theory best suited for guiding the system in treating people ethically. This is because Kantianism’s focus on the intrinsic moral worth of an action rather than its consequences leaves less room for ambiguity than does Utilitarianism.
ContributorsMorett, Xavier Laakea (Author) / Manninen, Bertha (Thesis director) / Kimberly, Kobojek (Committee member) / School of Criminology and Criminal Justice (Contributor) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
Abstract. The term "sex trafficking" can mean many different things, depending on who uses it. To some, it may be synonymous with prostitution. To others, it may equate to slavery. And some may find that sex trafficking differs from both slavery and prostitution. But I find that the term "sex

Abstract. The term "sex trafficking" can mean many different things, depending on who uses it. To some, it may be synonymous with prostitution. To others, it may equate to slavery. And some may find that sex trafficking differs from both slavery and prostitution. But I find that the term "sex trafficking" is used improperly when referring to phenomena that may not entail the violation of rights of any individual involved. For this reason, various definitions of "sex trafficking" may inappropriately conflate sex trafficking with prostitution. In this essay, I argue against such a conflation through supporting a rights-based approach of defining "sex trafficking," in which every instance of true sex trafficking necessitates a violation of someone's rights. First, I begin by laying the foundation of my discussion with definitions and various government and non-government uses of the term "sex trafficking." Then, I argue for the rights-based approach. I proceed to explore how the rights-based approach relates to consent, force, coercion, deception, and competence. Then, I compile my findings, synthesize a definition, and elaborate on a few questions regarding my definition. Using the term "sex trafficking" correctly, as I argue, means that we necessarily use the term in a context of a violation of rights.
ContributorsMiller, Isaac Jonathan (Author) / de Marneffe, Peter (Thesis director) / McGregor, Joan (Committee member) / School of Historical, Philosophical and Religious Studies (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
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
I argue that a morally heavy, poorly researched, emotionally powerful piece of non-fiction media with complex subject matter shown to an ill-equipped audience is unethical. I then evaluate methods of avoiding unethical situations from the perspective of media creators. I conclude by calling for a strictly diligence based ratings board

I argue that a morally heavy, poorly researched, emotionally powerful piece of non-fiction media with complex subject matter shown to an ill-equipped audience is unethical. I then evaluate methods of avoiding unethical situations from the perspective of media creators. I conclude by calling for a strictly diligence based ratings board anchored in the professional guilds of the entertainment industry.
ContributorsBroderick, Nathan Andrew (Author) / Maday, Gregg (Thesis director) / Watson, Jeffrey (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-12
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Description
The globalized food system has caused detriments to the environment, to economic justice, and to social and health rights within the food system. Due to an increasing concern over these problems, there has been a popular turn back to a localized food system. Localization's main principle is reconnecting the producer

The globalized food system has caused detriments to the environment, to economic justice, and to social and health rights within the food system. Due to an increasing concern over these problems, there has been a popular turn back to a localized food system. Localization's main principle is reconnecting the producer and consumer while advocating for healthy, local, environmentally friendly, and socially just food. I give utilitarian reasons within a Kantian ethical framework to argue that while partaking in a local food system may be morally good, we cannot advocate for localization as a moral obligation. It is true from empirical research that localizing food could solve many of the environmental, economic, social, and health problems that exist today due to the food system. However, many other countries depend upon the import/export system to keep their own poverty rates low and economies thriving. Utilitarian Peter Singer argues that it would be irresponsible to stop our business with those other countries because we would be causing more harm than good. There are reasons to support food localization, and reasons to reject food localization. Food localization is a moral good in respect to the many benefits that it has, yet it is not a moral obligation due to some of the detriments it may itself cause.
ContributorsGulinson, Chelsea Leah (Author) / McGregor, Joan (Thesis director) / Watson, Jeff (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Sandra Day O'Connor College of Law (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
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Description
"Should I kill myself, or have a cup of coffee?" \u2014 Albert Camus Making a decision between committing suicide or continuing about the monotony of a life void of meaning can be surprisingly difficult to make when all human logic entices us to do the former. In fact, doing the

"Should I kill myself, or have a cup of coffee?" \u2014 Albert Camus Making a decision between committing suicide or continuing about the monotony of a life void of meaning can be surprisingly difficult to make when all human logic entices us to do the former. In fact, doing the latter seems definitively humanely impossible. In my art series "The Absurd Man", I visually analyze a variety of human reactions to absurdism, drawing from absurdist texts as well as personal experiences to force upon the viewer, recognition of the discomforting reality of human frailty.
ContributorsTa, Trang Thuy (Author) / Pessler, Anthony (Thesis director) / Obuck, John (Committee member) / Barrett, The Honors College (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor) / School of Art (Contributor)
Created2015-05
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Description
Some scholars have suggested that individuals are inclined to believe that they have souls because they are also inclined to believe that they have a core, immutable self. The present study will explore this question in several parts. First, what is the extent to which individuals report having a core

Some scholars have suggested that individuals are inclined to believe that they have souls because they are also inclined to believe that they have a core, immutable self. The present study will explore this question in several parts. First, what is the extent to which individuals report having a core self? Next, how do beliefs about a core self relate to belief or non-belief in an eternal soul? The final question looks at location as an extension of the core self and soul relationship. Where is the self perceived to reside within a dualistic framework, the body or the soul? This study assessed the stated beliefs of 200 respondents using Amazon Mechanical Turk as a recruiting platform. Greater belief in a core self was moderately associated with greater belief in an eternal soul (r= 0.30, p<.01), and with belief in the self as a reflection of the soul (r=0.31, p<.01) and as a reflection of the brain (r=0.21, p<.01). This suggests that belief in a core self does hold association with belief in an eternal soul. However, its perceived location seems to show little preference as residing withing the soul versus the body.
ContributorsLy, Destiny (Author) / Hruschka, Daniel (Thesis director) / Parker, John (Contributor) / Barrett, The Honors College (Contributor)
Created2014-12