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 - 10 of 145
Filtering by

Clear all filters

133889-Thumbnail Image.png
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
134167-Thumbnail Image.png
Description
INTRODUCTION: This thesis delves into how PR-media relations evolved in the past 20 years (since 1997). It discusses several aspects of media relations, such as relationships, old and new media relations tools, pitching and predictions about the future of media relations. LITERATURE REVIEW: A review of previous literature on media

INTRODUCTION: This thesis delves into how PR-media relations evolved in the past 20 years (since 1997). It discusses several aspects of media relations, such as relationships, old and new media relations tools, pitching and predictions about the future of media relations. LITERATURE REVIEW: A review of previous literature on media relations guided this research. Past research explained stigmas about the relationship between public relations professionals and journalists, how pitching has evolved, social media's role in modern day media relations and the dynamic between earned and owned media. METHODOLOGY: The research involved a mixed method approach with qualitative and quantitative methods. First, in-depth interviews were conducted with both journalists and public relations professionals who work in Arizona. These interviews were conducted either in-person or over the phone. Second, two in-depth interviews were conducted over the phone with a public relations professional who worked at Intel for over 20 years for a case study. Finally, a survey was distributed to public relations professionals in Arizona via email and through social media websites (Facebook and Twitter) to provide insight on the media relations tactics they have recently utilized, as well as their use of social media. There were also five follow-up interviews conducted with survey respondents. FINDINGS: After conducting these three methods of research, the qualitative (quotes) and quantitative (survey) data were analyzed to provide detailed opinions about media relations including: the relationships between public relations professionals and the media, the use of old and new media relations tools, what an effective pitch looks like, the use of social media, comparisons between less and more experienced PR professionals, and predictions on the future of media relations. DISCUSSION: The findings from this research led to several conclusions regarding media relations such as: the importance of maintaining a trusting and respectful relationship, traditional tools' place in modern day media relations, email's dominance as a media relations tool, the hesitation by PR professionals to use social media as a communication tool with journalists, more experienced PR professionals' lack of hesitation to use social media as a communication tool with journalists, and the prediction that relationships will remain key in media relations despite the changes in media relations tools themselves. CONCLUSION: Based on all of the findings from this research, it was concluded that media relations has evolved to keep up with the changing media landscape, however, traditional tools and practices remain relevant and essential to media relations.
ContributorsTillman, Krista Michelle (Author) / Wu, Xu (Thesis director) / Bovio, Sonia (Committee member) / College of Integrative Sciences and Arts (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
134172-Thumbnail Image.png
Description
This study examines Glamour magazine to determine the messages the publication sends to its readers and to evaluate if such messages align with modern feminist goals. The articles of Glamour's 12 issues from the year of 2016 are analyzed using a framework adapted from previous research on women's magazines. Articles

This study examines Glamour magazine to determine the messages the publication sends to its readers and to evaluate if such messages align with modern feminist goals. The articles of Glamour's 12 issues from the year of 2016 are analyzed using a framework adapted from previous research on women's magazines. Articles are coded as either positive (feminist, anti-traditional, promotes equality) or negative (anti-feminist, traditional, promotes inequality). Distinct content themes (appearance, dating, home, self-development, career development, politics/world issues, and entertainment) are also examined individually. After the presentation of data, I examine my findings through a feminist lens to determine the nature of the messages being sent to women through the magazine's editorial content, followed by an assessment of the value of women's magazines and how they could potentially shape the beliefs and roles of a 2017 woman. It is found that about half of the articles in Glamour could be considered as having feminist messages, with strong themes of personal choice, individual empowerment, and political involvement or activism in these articles and throughout the magazine. The content also has many blatantly feminist messages, including consistent use of the word itself. Another 40% of the articles are found to be neutral (no clear message to reader), and the remaining are negative. The sexism inherent in these negative articles is critically examined. Finally, the main takeaways of the findings and their ramifications are discussed from both a media consumer and a media producer perspective, with arguments for why it is important to be critical of a magazine's editorial content.
ContributorsAllnatt, Libby Paige (Author) / Pucci, Jessica (Thesis director) / Dove-Viebahn, Aviva (Committee member) / School of Social Transformation (Contributor) / Department of Psychology (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
135228-Thumbnail Image.png
Description
What's in a name? A person not a number is a multimedia eBook that will explore how the media treats coverage of sexual assault victims and challenges the traditional no-naming policy instilled in almost every professional newsroom. Historical context to no-naming policies, opinions from critics of the no-naming policy and

What's in a name? A person not a number is a multimedia eBook that will explore how the media treats coverage of sexual assault victims and challenges the traditional no-naming policy instilled in almost every professional newsroom. Historical context to no-naming policies, opinions from critics of the no-naming policy and legal information will be provided. This book serves to encourage journalists and editors to consider identifying victims after long, thoughtful discussions, to educate media consumers on the topic, to eradicate the societal stigma of rape, and to reflect the views of survivors so that they may feel more willing to share their stories. Identifying sexual assault victims conforms to the journalistic imperative to tell the truth as fully as possible and to inform the public as completely as possible. When the information is part of the public record and there are no legal limitations on its use, identifying sexual assault victims will have a positive impact in educating the public and eradicating the stigma associated with being the victim of sexual assault. This book proposes that through educated, thoughtful and truthful stories about sexual assault can spark careful conversations and help turn around the stigma our society has placed on victims. The full eBook, complete with photos, videos and other audio components, is available at https://alejandraarmstrong.atavist.com/whats-in-a-name-a-person-not-a-number.
ContributorsArmstrong, Alejandra Moya (Author) / Gilger, Kristin (Thesis director) / Petchel, Jacqueline (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135332-Thumbnail Image.png
Description
My thesis project is a 26 minute 46 second film that documents the Arizona State hockey team's first season as an NCAA Division I program. ASU hockey was formerly a club team that competed in the American Collegiate Hockey Association (ACHA), but that all changed in the fall of 2014

My thesis project is a 26 minute 46 second film that documents the Arizona State hockey team's first season as an NCAA Division I program. ASU hockey was formerly a club team that competed in the American Collegiate Hockey Association (ACHA), but that all changed in the fall of 2014 after the program received a donation. The documentary explores the significance of the team, the emotion of the players and staff, and the results of the season.
ContributorsCasillas, Mauricio (Author) / Kurland, Brett (Thesis director) / Reed, Sada (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
This thesis examines youth with mental health disorders in the juvenile justice system, and when their stories intersect with media coverage. In addition to exploring the history of juvenile justice in the United States, it reviews the relationship with youths who have a mental health disorder within the system, criticism

This thesis examines youth with mental health disorders in the juvenile justice system, and when their stories intersect with media coverage. In addition to exploring the history of juvenile justice in the United States, it reviews the relationship with youths who have a mental health disorder within the system, criticism of media’s coverage on these topics, and expert opinion on how this can be improved. Typically, both print and broadcast media have utilized these stories for sensationalism: slapping these crimes across the front page of the paper, or leading in a broadcast news show. Yet the journalistic responsibility of educating the community is tragically over looked, with these stories adding to the stigma of mental health. With this research, I aim to gather insight on how word choices, details, and story structure can improve daily reporting in a world of tight deadlines and competing interests—moving into a higher-quality news product.
Created2016-05
135422-Thumbnail Image.png
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
135445-Thumbnail Image.png
Description
While former New York Yankees pitcher Goose Gossage unleashed his tirade on the deterioration of the unwritten rules of baseball and nerds ruining the sport about halfway through my writing of the paper, sentiments like his were inspiration for my topic: the evolution of statistics and data in baseball. By

While former New York Yankees pitcher Goose Gossage unleashed his tirade on the deterioration of the unwritten rules of baseball and nerds ruining the sport about halfway through my writing of the paper, sentiments like his were inspiration for my topic: the evolution of statistics and data in baseball. By telling the story of how baseball data and statistics have evolved, my goal was to also demonstrate how they have been intertwined since the beginning—which would essentially mean that nerds have always been ruining the sport (if you subscribe to that kind of thought).

In the quest to showcase this, it was necessary to document how baseball prospers from numbers and numbers prosper from baseball. The relationship between the two is mutualistic. Furthermore, an all-encompassing historical look at how data and statistics in baseball have matured was a critical portion of the paper. With a metric such as batting average going from a radical new measure that posed a threat to the status quo, to a fiercely cherished statistic that was suddenly being unseated by advanced analytics, it shows the creation of new and destruction of old has been incessant. Innovators like Pete Palmer, Dick Cramer and Bill James played a large role in this process in the 1980s. Computers aided their effort and when paired with the Internet, unleashed the ability to crunch data to an even larger sector of the population. The unveiling of Statcast at the commencement of the 2015 season showed just how much potential there is for measuring previously unquantifiable baseball acts.

Essentially, there will always be people who mourn the presence of data and statistics in baseball. Despite this, the evolution story indicates baseball and numbers will be intertwined into the future, likely to an even greater extent than ever before, as technology and new philosophies become increasingly integrated into front offices and clubhouses.
ContributorsGarcia, Jacob Michael (Author) / Kurland, Brett (Thesis director) / Doig, Stephen (Committee member) / Jackson, Victoria (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135637-Thumbnail Image.png
Description
The foundations of legacy media, especially the news media, are not as strong as they once were. A digital revolution has changed the operation models for and journalistic organizations are trying to find their place in the new market. This project is intended to analyze the effects of new/emerging technologies

The foundations of legacy media, especially the news media, are not as strong as they once were. A digital revolution has changed the operation models for and journalistic organizations are trying to find their place in the new market. This project is intended to analyze the effects of new/emerging technologies on the journalism industry. Five different categories of technology will be explored. They are as follows: the semantic web, automation software, data analysis and aggregators, virtual reality and drone journalism. The potential of these technologies will be broken up according to four guidelines, ethical implications, effects on the reportorial process, business impacts and changes to the consumer experience. Upon my examination, it is apparent that no single technology will offer the journalism industry the remedy it has been searching for. Some combination of emerging technologies however, may form the basis for the next generation of news. Findings are presented on a website that features video, visuals, linked content, and original graphics. Website found at http://www.explorenewstech.com/
Created2016-05