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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Research has shown that being a female athlete in a male-dominated sports world is an oppressive burden, yet the experiences of being a black female athlete have been largely ignored. To combat this lack of attention, this paper invokes communication and feminist theorist Bell Hook's concept of moving black women

Research has shown that being a female athlete in a male-dominated sports world is an oppressive burden, yet the experiences of being a black female athlete have been largely ignored. To combat this lack of attention, this paper invokes communication and feminist theorist Bell Hook's concept of moving black women from margin to center to reveal the intersectional oppression of gender and racial narratives that they face in sports. By outlining the difference between white and black femininity and studying media portrayals of popular black female athletes such as Venus and Serena Williams and others, it becomes obvious how black women are typecast into certain social and athletic roles. This research also includes an auto-ethnographic component of my own experience as a black female lacrosse player at the NCAA Division I level. This component functions as a point of comparison and contrast of the ideas and concepts I discuss. Lastly, I offer recommendations and suggestions as to how to empower young black female athletes and retain them in a variety of sports. The goal of my thesis is to place special attention onto black women in an area which there is an extreme lack of representation. My own empirical research has led me to the conclusion that not only is such a discussion important, but it is absolutely necessary. If we are to fight back against hegemonic social structures such as racism and gender roles in the sports world, we must first understand what we are up against. My thesis gives us a glimpse into our imposing opponents, and I hope that future research continues this trend so that black female athletes like myself may one day be considered an athlete in the same sense that our white peers are.

ContributorsWright, Daniela Casselle (Author) / Edson, Belle (Thesis director) / Zanin, Alaina (Committee member) / Hugh Downs School of Human Communication (Contributor) / School of Social Transformation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Self-efficacy in engineering, engineering identity, and coping in engineering have been shown in previous studies to be highly important in the advancement of one’s development in the field of engineering. Through the creation and deployment of a 17 question survey, undergraduate and first year masters students were asked to provide

Self-efficacy in engineering, engineering identity, and coping in engineering have been shown in previous studies to be highly important in the advancement of one’s development in the field of engineering. Through the creation and deployment of a 17 question survey, undergraduate and first year masters students were asked to provide information on their engagement at their university, their demographic information, and to rank their level of agreement with 22 statements relating to the aforementioned ideas. Using the results from the collected data, exploratory factor analysis was completed to identify the factors that existed and any correlations. No statistically significant correlations between the identified three factors and demographic or engagement information were found. There needs to be a significant increase in the data sample size for statistically significant results to be found. Additionally, there is future work needed in the creation of an engagement measure that successfully reflects the level and impact of participation in engineering activities beyond traditional coursework.

ContributorsJones, Elizabeth Michelle (Author) / Ganesh, Tirupalavanam (Thesis director) / Graham, Kaely (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsOuellette, Abigail Frances (Co-author) / Dong, Edmund (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, The Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsCole, Tyler Phillip (Co-author) / Ouellette, Abigail (Co-author) / Dong, Edmund E. (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Software Engineering (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This study looked at the gender roles of individuals in the LGBT community, who hold gender-inverting and gender-conforming queer identities. The specific identities looked at were twinks (gender-inverted) and bears (gender-conforming) for men, and lipsticks (gender-conforming) and butches (gender-inverting) for women. The hypothesis was that individuals with gender-inverting identities would

This study looked at the gender roles of individuals in the LGBT community, who hold gender-inverting and gender-conforming queer identities. The specific identities looked at were twinks (gender-inverted) and bears (gender-conforming) for men, and lipsticks (gender-conforming) and butches (gender-inverting) for women. The hypothesis was that individuals with gender-inverting identities would react effectively to a masculine gender role selecting prime, as well as a feminine gender role selecting prime.
ContributorsBlankenship, Benjamin Tyrus (Author) / Nagoshi, Craig (Thesis director) / Presson, Clark (Committee member) / Grzanka, Patrick (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2013-05
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This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (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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While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Across the world, nations manage their borders in various ways. Brazil and Uruguay share a non-militarized dry border, which creates a range of unique challenges and assets for that region. Through historical, linguistic, and cultural context as well as ethnography-inspired mixed method research, this paper demonstrates that the border region

Across the world, nations manage their borders in various ways. Brazil and Uruguay share a non-militarized dry border, which creates a range of unique challenges and assets for that region. Through historical, linguistic, and cultural context as well as ethnography-inspired mixed method research, this paper demonstrates that the border region serves as an area of cultural blending. While elements of national affiliation are still present, at times, semiotic and linguistic elements are neither Brazilian nor Uruguayan, but have taken on their own identity.
ContributorsAraiza, Ulises (Co-author) / Desper, Tate (Co-author) / Escobar, Edward (Thesis director) / O'Connor, Brendan (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor) / School of Transborder Studies (Contributor)
Created2015-05