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
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
Description
This ethnography outlines the live storytelling culture in Phoenix, Arizona, and what each of its sub-cultures contributes to the city's community. Phoenix's live storytelling events incorporate elements of an ancient art form into contemporary entertainment and sophisticated platforms for community building. These events are described and delineated by stylistic, structural,

This ethnography outlines the live storytelling culture in Phoenix, Arizona, and what each of its sub-cultures contributes to the city's community. Phoenix's live storytelling events incorporate elements of an ancient art form into contemporary entertainment and sophisticated platforms for community building. These events are described and delineated by stylistic, structural, and content-based differences into the following categories: open-mic, curated, scripted, non-scripted, micro-culture, and marginalized groups. Research presented in this report was collected by reviewing scholarly materials about the social power of storytelling, attending live storytelling events across all categories, and interviewing event organizers and storytellers. My research developed toward an auto-ethnographic direction when I joined the community of storytellers in Phoenix, shifting the thesis to assume a voice of solidarity with the community. This resulted in a research project framed primarily as an ethnography that also includes my initial, personal experiences as a storyteller. The thesis concludes with the art form's macro-influences on Phoenix's rapidly-expanding community.
ContributorsNorton, Maeve (Author) / Dombrowski, Rosemarie (Thesis director) / McAdams, Charity (Committee member) / School of International Letters and Cultures (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
This thesis explores and analyzes the emergence of for-profit stem cell clinics in the United States, specifically in the Phoenix metropolitan area. Stem cell therapy is an emerging field that has great potential in preventing or treating a number of diseases. Certain companies are currently researching the application of stem

This thesis explores and analyzes the emergence of for-profit stem cell clinics in the United States, specifically in the Phoenix metropolitan area. Stem cell therapy is an emerging field that has great potential in preventing or treating a number of diseases. Certain companies are currently researching the application of stem cells as therapeutics. At present the FDA has only approved one stem cell-based product; however, there are a number of companies currently offering stem cell therapies. In the past five years, most news articles discussing these companies offering stem cell treatments talk of clinics in other countries. Recently, there seems to be a number of stem cell clinics appearing in the United States. Using a web search engine, fourteen stem cell clinics were identified and analyzed in the Phoenix metropolitan area. Each clinic was analyzed by their four key characteristics: business operations, stem cell types, stem cell isolation methods, and their position with the FDA. Based off my analysis, most of the identified clinics are located in Scottsdale or Phoenix. Some of these clinics even share the same location as another medical practice. Each of the fourteen clinics treat more than one type of health condition. The stem clinics make use of four stem cell types and three different isolation methods to obtain the stem cells. The doctors running these clinics almost always treat health conditions outside of their expertise. Some of these clinics even claim they are not subject to FDA regulation.
ContributorsAmrelia, Divya Vikas (Author) / Brafman, David (Thesis director) / Frow, Emma (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Social impact bonds (SIBs) are a multi-year contract between social service providers, the government, and private investors. The three parties agree on a specific outcome for a societal issue. Investors provide capital required for the service provider to operate the project. The service provider then delivers the service to the

Social impact bonds (SIBs) are a multi-year contract between social service providers, the government, and private investors. The three parties agree on a specific outcome for a societal issue. Investors provide capital required for the service provider to operate the project. The service provider then delivers the service to the target population. The success of the project is evaluated by outside party. If the target outcome is met, the government repays the investors at a premium. Nonprofit service providers can only serve a small community as they lack the funding to scale their programs and their reliance on government funding and philanthropy leads to a lot of time focused on raising money in the short-term and inhibits them from evolving their programs and projects for long-term strategic success. Government budgets decline but social problems persist. These contracts share risk between the government and the investors and allow governments to test out programs and alleviate taxpayer burdens from unsuccessful social service programs. Arizona has a severe homelessness problem. Nightly, 6000 people are homeless in Maricopa County. In a given year, over 32,000 individuals were homeless, composed of single adults, families, children, and veterans. Homelessness is not only a debilitating and difficult experience for those who experience it, but also has considerable economic costs on society. Homeless individuals use a number of government programs beyond emergency shelters, and these can cost taxpayers billions of dollars per year. Rapid rehousing was a successful intervention model that the state has been heavily investing in the last few years. This thesis aimed to survey the Arizona climate and determine what barriers were present for enacting an SIB for homelessness. The findings showed that although there are many competent stakeholder groups, lack of interest and overall knowledge of SIBs prevented groups from taking responsibility as the anchor for such a project. Additionally, the government and nonprofits had good partnerships, but lacked relationships with the business community and investors that could propel an SIB. Finally, although rapid rehousing can be used as a successful intervention model, there are not enough years of proven success to justify the spending on an SIB. Additionally, data collection for homelessness programming needs to be standardized between all relevant partners. The framework for an SIB exists in Arizona, but needs a few more years of development before it can be considered.
ContributorsAhmed, Fabeeha (Author) / Desouza, Kevin (Thesis director) / Lucio, Joanna (Committee member) / School of Politics and Global Studies (Contributor) / Department of Economics (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
This paper intends to analyze the Phoenix Suns' shooting patterns in real NBA games, and compare them to the "NBA 2k16" Suns' shooting patterns. Data was collected from the first five Suns' games of the 2015-2016 season and the same games played in "NBA 2k16". The findings of this paper

This paper intends to analyze the Phoenix Suns' shooting patterns in real NBA games, and compare them to the "NBA 2k16" Suns' shooting patterns. Data was collected from the first five Suns' games of the 2015-2016 season and the same games played in "NBA 2k16". The findings of this paper indicate that "NBA 2k16" utilizes statistical findings to model their gameplay. It was also determined that "NBA 2k16" modeled the shooting patterns of the Suns in the first five games of the 2015-2016 season very closely. Both, the real Suns' games and the "NBA 2k16" Suns' games, showed a higher probability of success for shots taken in the first eight seconds of the shot clock than the last eight seconds of the shot clock. Similarly, both game types illustrated a trend that the probability of success for a shot increases as a player holds onto a ball longer. This result was not expected for either game type, however, "NBA 2k16" modeled the findings consistent with real Suns' games. The video game modeled the Suns with significantly more passes per possession than the real Suns' games, while they also showed a trend that more passes per possession has a significant effect on the outcome of the shot. This trend was not present in the real Suns' games, however literature supports this finding. Also, "NBA 2k16" did not correctly model the allocation of team shots for each player, however, the differences were found only in bench players. Lastly, "NBA 2k16" did not correctly allocate shots across the seven regions for Eric Bledsoe, however, there was no evidence indicating that the game did not correctly model the allocation of shots for the other starters, as well as the probability of success across the regions.
ContributorsHarrington, John P. (Author) / Armbruster, Dieter (Thesis director) / Kamarianakis, Ioannis (Committee member) / Chemical Engineering Program (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
As the prevalence of childhood obesity in the United States rises, opportunities for children to be physically active become more vital. One opportunity for physical activity involves children walking to and from school. However, children that live in areas with a pedestrian-unfriendly built environment and a low degree of walkability

As the prevalence of childhood obesity in the United States rises, opportunities for children to be physically active become more vital. One opportunity for physical activity involves children walking to and from school. However, children that live in areas with a pedestrian-unfriendly built environment and a low degree of walkability are less likely to be physically active and more likely to be overweight. The purpose of this study was to study walking routes from schools in low-income neighborhoods in Southwestern United States to a local community center. Walking routes from the three study schools (South Mountain High School, Percy Julian Middle School, and Rose Linda Elementary School) were determined by distance, popularity, and the presence of a major thoroughfare. Segments and intersections, which formed the routes, were randomly selected from each school's buffer region. The walking routes as a whole, along with the segments and intersections, were audited and scored using built environment assessments tools: MAPS, PEQI and Walkability Checklist. These scores were utilized to develop interactive mapping tools to visualize the quality of the routes, segments and intersections and identify areas for improvement. Results showed that the routes from Percy Julian to the Kroc Center were, overall, rated higher than routes from the other two schools. The highest scoring route, from the seven routes studied, was route 2 from Percy Julian to the Kroc Center along Broadway Road. South Mountain High School was overall the worst starting point for walking to the Kroc Center as those three walking routes were graded as the least walkable. Possible areas for improvement include installing traffic calming features along major thoroughfares and reducing the perceived risk to pedestrian safety by beautifying the community by planting greenery. Future directions include studying the built environment in South Phoenix communities that surround the Kroc Center.
ContributorsZeien, Justin Lee (Author) / Buman, Matthew (Thesis director) / Hekler, Eric (Committee member) / Fellows, Brian (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / Department of Chemistry and Biochemistry (Contributor)
Created2015-05
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Description
As an important part of the movement for local and sustainable food in our cities, urban farming has the potential to actively involve urban dwellers in environmental, social, and economic issues of a global scale. When assessed according to a three-pillar model of sustainability, it can offer solutions to many

As an important part of the movement for local and sustainable food in our cities, urban farming has the potential to actively involve urban dwellers in environmental, social, and economic issues of a global scale. When assessed according to a three-pillar model of sustainability, it can offer solutions to many of the major problems associated with the industrial food model that currently dominates the United States market. If implemented on a larger scale in the Phoenix metropolitan area, urban farming could improve overall environmental conditions, stimulate the local economy, and help solve food access and inequality issues. Through interviews with both amateur and established local urban farmers, this thesis attempts to identify and analyze some of the main barriers to the widespread participation in and incorporation of urban agriculture in the Phoenix Valley. Problems encountered by newcomers to the practice are compared with the experiences of more successful farmers to assess which barriers may be circumvented with proper knowledge and experience and which barriers specific to the Phoenix region may require greater structural changes.
ContributorsRay, Emily Catherine (Author) / Puleo, Thomas (Thesis director) / Peterson, Greg (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Politics and Global Studies (Contributor)
Created2014-12