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
Historically, Supreme Court interpretations of the Constitution of the United States have been significantly important, impacting the lives of every American. This honors thesis seeks to understand the ways in which the Constitution has been interpreted through the lens of political ideology. Using constitutional theory, I explain how the political

Historically, Supreme Court interpretations of the Constitution of the United States have been significantly important, impacting the lives of every American. This honors thesis seeks to understand the ways in which the Constitution has been interpreted through the lens of political ideology. Using constitutional theory, I explain how the political ideologies of classical liberalism, conservatism, libertarianism, and progressive liberalism have played a role in the interpretations of the First, Second, and Fourth Amendments. I also examine how these ideological interpretations have changed from 1776 to 2017, dividing the history of the United States into four eras: the Founding Era, the Civil War Era, the New Deal Era, and the Modern Era. First, the First Amendment's clauses on religion are examined, where I focus on the separation between church and state as well as the concepts of "establishment" and "free exercise." The First Amendment transitions from classically liberal, to conservative, to progressively liberal and classically liberal, to progressively liberal and libertarian. Next, we look at the Second Amendment's notions of a "militia" and the "right to keep and bear arms." The Second Amendment's interpretations begin classically liberal, then change to classically liberal and progressively liberal, to progressively liberal, to conservative. Finally, the analysis on the Fourth Amendment's "unreasonable searches and seizures" as well as "warrants" lends evidence to ideological interpretations. The Fourth Amendment, like the other two, starts classically liberal for two eras, then becomes libertarian, and finally ends libertarian and conservative. The implications of each of these conclusions are then discussed, with emphasis on public opinion in society during the era in question, the ways in which the ideologies in each era seem to build upon one another, the ideologies of the justices who wrote the opinions, and the ideology of the court.
Created2017-12
Description
It seems that we are incessantly scolded about the importance of the American political process and its virtue of practicality in contemporary society. Whether through the accumulation of the so-called facts about the issues that inform the veneration of the contest between candidates, the stern and noble duty of becoming

It seems that we are incessantly scolded about the importance of the American political process and its virtue of practicality in contemporary society. Whether through the accumulation of the so-called facts about the issues that inform the veneration of the contest between candidates, the stern and noble duty of becoming an activist performing dreary tasks, or the religious fervor surrounding the sacred obligation of voting, we are assured and reassured that our system is sound and that we must only confront problems of implementation rather than structural ones. From here, the narrative goes that if we subscribe to the doctrine of exclusively employing the efficient, strictly rational, and the immediately realistic, we will almost assuredly succeed in persuading others toward producing the resolutions required to solve our shared challenges. Admittedly, these ideas serve a role in addressing the issues we face. However, when unaided by sophisticated and nuanced notions and applications of the fantastic, the beautiful, the ideal, the possible, the playful, the useless, in a word, dreaming, we foreclose the possibility of building a future that can qualitatively improve society and more meaningfully elevate our being-with-one-another in the world. Therefore, this work aims to validate the aforementioned claim by engaging in a critical, political, and hermeneutic exploration of what it means to dream against the backdrop of present-day American politics. It will honestly seek to analyze the prevailing notions of contemporary western thought and action to work on the way toward a new, yet latent, way of understanding. This understanding would fundamentally revolutionize the task of civilization as being grounded upon the appropriate channeling of our desires and dissatisfactions toward actualizing the projections of our imagination. Simply put, this project seeks to repudiate the mandate of work as toil and order as oppression to clear the way for envisioning a more suitable alternative.
ContributorsGoldsmith, Adam Jay (Author) / Ramsey, Ramsey Eric (Thesis director) / Gruber, Diane (Committee member) / School of Mathematical and Natural Sciences (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
In Arizona's early history, Females garnered more independence than most other women in the United States because they were forced to build a completely new life in settlements with little to no infrastructure. Now, Arizona has achieved a level of equality that no other state has yet to achieve in

In Arizona's early history, Females garnered more independence than most other women in the United States because they were forced to build a completely new life in settlements with little to no infrastructure. Now, Arizona has achieved a level of equality that no other state has yet to achieve in regard to gender representation. Yet, we have yet to achieve total equity. This paper looks to analyze responses that female senators from the Arizona State Legislature gave while being interviewed by the author. With questions derived from previous research conducted on women in politics at the state and federal level, this paper will delve into the personal experiences of six female senators. Although their personal narratives differ, their stories seem to reflect a collective tie that unites the female members together, beyond party allegiance. Each of the responses given by the senators had some aspects that showed trends supporting the majority of the hypotheses. Moving forward, in order to achieve 50% equality, two more senators would need to be elected and replace male senators.
ContributorsMacdonald, James Nicholson (Author) / Woodall, Gina (Thesis director) / Lyon, Jenna (Committee member) / School of Politics and Global Studies (Contributor) / School of Sustainability (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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This thesis examines the problems that occur when the politics and practices of social services, specifically maternal and prenatal care, are guided by a distorted understanding of immigration. It compares the politics and practice of this care across two international borders: the U.S.-Mexico and that within Hispaniola. In an ideal

This thesis examines the problems that occur when the politics and practices of social services, specifically maternal and prenatal care, are guided by a distorted understanding of immigration. It compares the politics and practice of this care across two international borders: the U.S.-Mexico and that within Hispaniola. In an ideal world, care would be extended to all individuals regardless of citizenship. However, since every welfare state has its limits at the national border, citizenship matters to both federal governments and medical professionals. Government-provided resources play an integral role in the current immigration debate, as these programs are a collective investment in which all individuals contribute in order to sustain it. The United States developed the welfare state in order to provide necessary resources to those who could not afford it. Its creators did not view these services as a handout, rather as a support for the future workforce of the country. However, health care was and still is not provided on this model of economic and social citizenship. Current U.S. healthcare policy dictates that no one can be turned away in an emergency situation because someone cannot pay their medical bill, including undocumented immigrants. But for immigrant mothers carrying children across the border, maternal and prenatal care does not qualify as an emergency and the federal government aid typically does not extend to them them as citizens. When care is extended to undocumented immigrants in the United States at all, it typically is provided to the child through Medicaid, who is by dint of the Fourteenth Amendment considered a citizen after birth. The relation between the Dominican Republic and Haiti offers a more complex situation, as the idea of birthright citizenship has recently been revoked. Following the Haitian Earthquake in 2010, the only healthcare to which many Haitians had access was across the Hispaniola border. Haitian women who give birth to children in the Dominican Republic are often not evaluated by a doctor until they are entering the delivery process, and even then health-care is complicated by or denied because of racial prejudice and unclear legal situation. In September of 2013, the Constitutional Court of the Dominican Republic issues a new ruling which declared that any immigrant born between 1929 and 2010 without documentation of their own or of their ancestors does not have citizenship, rendering many Haitians born in the Dominican Republic essentially stateless. To be born to a non-citizen mother typically means the child will likely be born with little or no prenatal care, and the mother will receive poor or inadequate care. Prenatal care is one of the most inexpensive elements of a care-model that carries huge returns relative to its costs. All governments would benefit from improved access to maternal and prenatal care because its future citizens who receive such care would be born healthier and have fewer expensive chronic illnesses. Fewer chronic illness among a population would have huge returns on the welfare state because fewer people would be utilizing it for expensive medical treatments. Though most medical professionals condemn the extreme act of denying care to pregnant women or infants (documented or not), the Dominican Republic and the United States have a popular politics that embraces this cruelty, despite the fact that both pride themselves on a multi-ethnic population. It is easy for policymakers to incriminate undocumented immigrants and claim that they are responsible for an illegitimate share of the consumption of the country's resources. Therefore, it seems likely that the host country's perceptions of immigrant natality and maternity help construct a negative image of the immigration "problem" in such a way that laws and policies are designed without accurate rationale. This thesis examines how the United States and the Dominican Republic might improve the relationship between the culture of healthcare and the role of the legal system for immigrants and their children. It seeks to understand the reasons, motivations, and consequences for denying immigrants services on the account of their citizenship status. The social, economic, and health consequences of being an undocumented citizen will be examined. Current legal policy and what political roadblocks and cultural prejudices must be overcome in order to implement a successful policy will be reviewed. Finally, the best practices prenatal care as a national investment will be discussed, as will the problem of cross-cultural perception of natality, maternity, and immigration.
ContributorsPrassas, Alexandra Rose (Author) / Oberle, Eric (Thesis director) / Vega, Sujey (Committee member) / Oberstein, Bruce (Committee member) / College of Letters and Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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
ABSTRACT The First Ladies: Exploring Achievement and Public Perception Overview The First Lady has become a fixation of the American people and the press. This thesis examines how specifically this interest in the President's wife has evolved over time. Additionally, it explores a variety of factors that could possibly influence

ABSTRACT The First Ladies: Exploring Achievement and Public Perception Overview The First Lady has become a fixation of the American people and the press. This thesis examines how specifically this interest in the President's wife has evolved over time. Additionally, it explores a variety of factors that could possibly influence public perception \u2014 era, cultural norms, and advances in technology. Research Questions Does the era of the tenure of the First Lady affect public perception and press coverage of her? Do the cultural norms and values of the time of the First Lady's tenure affect public perception and press coverage of her? Do advances in technology affect public perception and press coverage of the First Lady? Goals The goal of this thesis is to examine how the press and the public interact with First Ladies of varying eras and political stances to determine how their image is shaped and disseminated in the news and to the public. Methodology This thesis explored these questions comparing materials from presidential libraries, academic journals, and news articles from sources such as The New York Times and Washington Post.
ContributorsFranko, Anna (Author) / Edson, Belle (Thesis director) / Quinlivan, Raena (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
Although smaller and more local elections could have implications more dramatic to an individual than larger district-, state-, and nation-wide elections do, very few citizens vote in them. Moreover, citizens are limited in procuring further information on candidates, issues, and the overall election when there are fewer sources of such

Although smaller and more local elections could have implications more dramatic to an individual than larger district-, state-, and nation-wide elections do, very few citizens vote in them. Moreover, citizens are limited in procuring further information on candidates, issues, and the overall election when there are fewer sources of such information across various mediums. While existing literature on political communication and voter participation does not yet extend far enough to sufficiently address the most local aspects of media effects on elections, the political science field’s dominating frameworks would suggest that an increase in news media, social media, and ground mobilization tactics would increase civic engagement and voter participation. My research, which focuses on hyperlocal elections, both supports a​nd​refutes certain elements of that suggestion. Based on surveys of potential voters in a university’s student government election and a school board election, interviews with two student government presidential candidates, and an analysis of social media engagement, my research compares three mass media platforms and two elections to characterize the effects of media on hyperlocal elections—that certain tactics have drastically different results on different populations. My research expands the body of media and politics knowledge to include hyperlocal elections, suggesting that civic engagement on the local levels require increased further study.
Created2015-05