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.

Displaying 1 - 3 of 3
Filtering by

Clear all filters

132954-Thumbnail Image.png
Description
Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description

This thesis examines the differences in how professional male and female athletes and teams are portrayed in the media. Specifically, I analyze the ways female professional athletes and teams are typically not marketed as elite and are usually portrayed as lesser than their male colleagues. Given the scholarly literature on

This thesis examines the differences in how professional male and female athletes and teams are portrayed in the media. Specifically, I analyze the ways female professional athletes and teams are typically not marketed as elite and are usually portrayed as lesser than their male colleagues. Given the scholarly literature on the disparity between how male and female athletes are portrayed in sports media,, we might expect that news sources will diminish the accomplishments of female athletes through less coverage. Similarly, we might also expect that the themes covered in articles about female athletes and teams differ greatly from the themes that are covered with male athletes and teams. Through a quantitative analysis of media exposure and a qualitative analysis of radio articles from Arizona Sports 98.7FM from September of 2014, 2018, and 2020, we see that, while most news sources do write about female athletes and teams on a semi-regular basis, the themes explored do not always focus on the athletes but ten to emphasize their lives outside of the game. We are left with an understanding that female athletes and women’s professional sports teams are portrayed in a different light than male athletes and men’s professional sports teams. While female athletes are increasingly recognized in the media, men are still thought of as premier athletes while women are simply good among other women

ContributorsWilliams, Rachel Lynne (Author) / Ingram-Waters, Mary (Thesis director) / Schneiderman, Erin (Committee member) / Department of Marketing (Contributor, Contributor) / School of Community Resources and Development (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

There is a noticeable trend within audiences, made exceptionally more prominent by the rise of social media, in how fan artists and fandoms depict their favorite characters from particular media. In the case of anime like My Hero Academia and JoJo’s Bizarre Adventure, hypermasculine characters often emulate intense energy and

There is a noticeable trend within audiences, made exceptionally more prominent by the rise of social media, in how fan artists and fandoms depict their favorite characters from particular media. In the case of anime like My Hero Academia and JoJo’s Bizarre Adventure, hypermasculine characters often emulate intense energy and toxic traits that viewers should normally recognize as problematic. However, there has been a growing movement within fandom culture to depict these hyper violent male characters in increasingly peaceful ways, often softening the character or surrounding them with flowers in a “flower child” vibe. This begs the question of why fandom has been attracted to this archetype in such a different way than before, and what attributes of traditional hypermasculinity lead to this level of admiration. Trends of romanticizing masculine energy is not new to fandom but while many focused on the admirable friendship and bonds between characters, this new trend seems to either idolize toxic and damaging behavior, or ignore it entirely. This research paper studies on notable case of this transformation process in the character of Katsuki Bakugo from My Hero Academia, demonstrating how an aggressive and violent character can be depicted in soft and gentle settings through fan created artworks.

ContributorsDilullo, Bryce C (Author) / Ingram-Waters, Mary (Thesis director) / Wilson, Bradley (Committee member) / Economics Program in CLAS (Contributor) / School of Social Transformation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12