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 63
Filtering by

Clear all filters

Description

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs with varying degrees of experience. We see this website as an opportunity for interested parties to continue the research and add to the wealth of knowledge in a student worker role. The hope is that students, particularly freshman and first-year transfer students will utilize the site, expand their horizons, learn about all the career opportunities available to them, and push the envelope when it comes to the curriculum taught at Arizona State University. Visit www.mediamentality.com

ContributorsSaulnier, Sedona Rose (Co-author) / Ferrigno, Jessica (Co-author) / Jacoby, Jim (Thesis director) / Scott, Jason (Committee member) / The Sidney Poitier New American Film School (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147958-Thumbnail Image.png
Description

The purpose of this study was to examine the effect of the comprehensive HPV educational video, “What is HPV?” on the vaccination intent of young adults. The study also aimed to collect information regarding knowledge, attitudes, and beliefs that influence vaccination and related health behaviors. The sample included 215 participants

The purpose of this study was to examine the effect of the comprehensive HPV educational video, “What is HPV?” on the vaccination intent of young adults. The study also aimed to collect information regarding knowledge, attitudes, and beliefs that influence vaccination and related health behaviors. The sample included 215 participants between the ages of 18-26 who had not received any HPV vaccine, were able to read and comprehend English, and had consented for participation through Amazon Mechanical Turk. After they completed the baseline survey (T0), participants were randomly assigned to two study conditions. The intervention group (n = 104) watched the “What is HPV?” video, and the control group (n = 111) read the CDC HPV Fact Sheet. Both groups then completed a post-intervention survey (T1). The analysis results show that the vaccination intent among participants in the intervention group significantly increased following the intervention (59.6% to 71.2%), while vaccination intent significantly decreased for the control group (65.8% to 55%) following the intervention. The results also show a significant difference in the changes in vaccination intent for the two intervention groups. The most change in vaccination intent following the intervention came from the group who was undecided in the initial survey. The findings of the study suggested that a brief HPV educational video that provides the most updated evidence while using non-stigmatizing language and tone has the potential to increase young adults’ vaccination intent to prevent HPV-related cancers and diseases. The findings also suggested that effective HPV education is key to combating negative attitudes and misinformation about HPV vaccines.

ContributorsGlisson, Amber Joy (Author) / Chen, Angela (Thesis director) / Scott, Jason (Committee member) / Reifsnider, Elizabeth (Committee member) / Han, SeungYong (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
DescriptionAn artistic film about a girl piecing together memories in search of meaning and hope.
ContributorsFarina, Chiara Rosa (Author) / Chiara, Farina (Thesis director) / Janaki, Cedanna (Committee member) / Scott, Jason (Committee member) / Department of English (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
148420-Thumbnail Image.png
Description

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage include the crowd, facility familiarity, and travel. In the English Premier League, there are no fans allowed at any of the games; furthermore, in the NBA, a bubble was created at one neutral venue with no fans in attendance. Even with the NBA being at a neutral site, there was still a “home team” at every game. The sports betting industry struggled due to failing to shift betting lines in accordance with this decreased home advantage. With these leagues removing some of the factors that are frequently associated with home advantage, analysts are able to better see what the results would be of removing these variables. The purpose of this research is to determine if these adjustments made due to COVID had an impact on the home advantage in different leagues around the world, and if they did, to what extent. Individual game data from the past 10 seasons were used for analysis of both the NBA and the Premier League. The results show that there is a significant difference in win percentage between prior seasons and seasons behind closed doors. In addition to win percentage, many other game statistics see a significant shift as well. Overall, the significance of being the home team disappears in games following the COVID-19 break.

ContributorsOsborne, Ashley A (Author) / Sopha, Matthew (Thesis director) / McIntosh, Daniel (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs with varying degrees of experience. We see this website as an opportunity for interested parties to continue the research and add to the wealth of knowledge in a student worker role. The hope is that students, particularly freshman and first-year transfer students will utilize the site, expand their horizons, learn about all the career opportunities available to them, and push the envelope when it comes to curriculum taught at Arizona State University.

ContributorsFerrigno, Jessica Leigh (Co-author) / Saulnier, Sedona (Co-author) / Jacoby, Jim (Thesis director) / Scott, Jason (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
131326-Thumbnail Image.png
Description
Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131339-Thumbnail Image.png
Description
The purpose of this thesis is to cover the multiple aspects of Major League Baseball Expansion from 30 to 32 teams. The thesis can be divided into two parts with the first being the preparation and consideration for expansion, and the second half is about the execution and implementation of

The purpose of this thesis is to cover the multiple aspects of Major League Baseball Expansion from 30 to 32 teams. The thesis can be divided into two parts with the first being the preparation and consideration for expansion, and the second half is about the execution and implementation of adding two expansion teams to the league.
For years, Commissioner Rob Manfred has hinted and brought about the idea of adding two more teams to Major League Baseball (Mitchell). The growth of the game is of utmost importance, and they have made many changes to try to expand the growth of fans the past few years particularly catered to new and young fans. New rules like a pitch clock and mound visit limitations are examples of in game changes made to speed up the game, but they have also experimented with spring training and regular season games internationally or at new venues. In just the past decade, games have been played or planned (due to COVID-19 cancellations) in Monterrey, Mexico City, London, Tokyo, San Juan, Montreal, Las Vegas, Williamsport, and even Iowa. With the exception of the Williamsport Little League Classic and the Field of Dreams game in Iowa, all these locations had games to see what the atmosphere and logistics would be like with expansion in mind as a possibility in the future. With this in mind, this thesis will analyze and come to a conclusion on the following cities for the best fits for expansion: Monterrey, Mexico City, San Juan, Vancouver, Montreal, Las Vegas, Portland, Nashville, Raleigh, and San Antonio.
ContributorsLieberman, Jake Robert (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
While basketball has been traditionally regarded as an American sport, the National Basketball Association (NBA) has gained substantial traction outside the United States over the past decade. In order to further encourage attention from international fans and increase league profit, I propose that the league adds an expansion team to

While basketball has been traditionally regarded as an American sport, the National Basketball Association (NBA) has gained substantial traction outside the United States over the past decade. In order to further encourage attention from international fans and increase league profit, I propose that the league adds an expansion team to Mexico City. I believe that through thorough market research and conscientious brand development, the team be successfully integrated into both the local community as well as the league’s current fan base. Local infrastructure, player safety, border customs, and financials were all taken into consideration into this proposal. The purpose of this project is twofold: first, to advocate for league expansion of the NBA into Mexico City through discussion and exploration of both the anticipated opportunities and obstacles, and second, to design three brand concepts and then propose a final brand concept based off of qualitative and quantitative feedback systematically collected via a survey.
ContributorsArd, Dalin Max (Author) / Montoya, Detra (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
For the creative project portion of the Barrett Honors Thesis Requirement, “The Author’s Daughter: A Series Concept and Pilot Pitch” was developed to further explore a television series idea based upon a senior capstone film. The story follows a young Author who, in a future where fictional content is censored

For the creative project portion of the Barrett Honors Thesis Requirement, “The Author’s Daughter: A Series Concept and Pilot Pitch” was developed to further explore a television series idea based upon a senior capstone film. The story follows a young Author who, in a future where fictional content is censored and illegal, has the power to create and bring stories to life in another realm, known as the Narrative. What’s more, she can bring these characters and stories to life in Reality, though many dangerous consequences face her because of it.
The creative project explores the concept much more in depth than its capstone counterpart; where as the capstone film serves as a concept, prequel film to the series, for the creative project the pilot script was developed, spanning over twice the length of the first script. What’s more, along with the pilot a pitch bible was developed, outlining series and franchise potential as well as an in-depth look at characters, rules of the world, and formatting styles. Finally along with the written portion came the pitch, where the series was presented to a “buyer” in this case the jury of the defense, and paired with marketing and distribution strategies to help simulate an industry style pitch and packaging demonstration.
The purpose of the honors creative project was to explore the conceptual challenges of world and series creation, as well as the execution of the serialized narrative. What’s more the project’s purpose was to research the execution of selling an idea and the business side of television, specifically in terms of the sales, marketing, and distribution of a series idea.
ContributorsOwens, Krystina Diane (Author) / Maday, Gregory (Thesis director) / Scott, Jason (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
131797-Thumbnail Image.png
Description
The first chapter of the Seattle SuperSonics’ story is one full of pride, including a championship run in the 1970s, being one of the most popular teams of the 1990s, along with having an incredibly loyal fan base. The next chapter of that story is one filled with painful memories

The first chapter of the Seattle SuperSonics’ story is one full of pride, including a championship run in the 1970s, being one of the most popular teams of the 1990s, along with having an incredibly loyal fan base. The next chapter of that story is one filled with painful memories for those same loyal fans. In 2008, the team was stripped away from Seattle, eventually landing in Oklahoma City, leaving countless people heartbroken and a gaping hole in the professional sports landscape. For some people, that removal was where the story ended; for many, however, that was just the end of another chapter. The movement to bring the SuperSonics back to the city and their beloved fans began the day after the team left town, and has been going strong ever since. While the voices of fans cry out for a return, many critics say that a new team would no longer be able to flourish in Seattle, and that the NBA should stand pat where they are. This project seeks to determine the truth to that statement by investigating one central question: Should the Seattle SuperSonics be brought back to life? The question is viewed through a pair of perspectives over the course of this paper. The first is based in business, where I completed a thorough analysis that covers five major factors that are crucial to determining success. The second is that of the fans, which was accessed through a survey created to figure out what truly was important to them when looking at a new team. After these perspectives have been examined, the project will turn to the debate that asks which form of reentry would be more efficient for a rebuild: league expansion or relocation of a current franchise. I feel as though this topic is one that should be more well known across the realm of sports, and wanted to shine a light on it through this process. No fan would ever want to experience the kind of loss that comes with their favorite team being taken away, and I believe that acknowledging past failures can help leagues make better decisions in the future.
ContributorsKoufidakis, Nicholas (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Management and Entrepreneurship (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05