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 - 9 of 9
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DescriptionDeath is a common mechanic in video games, but how does it relate to humanity's understanding of death? This thesis project seeks to understand the cultural dynamics of death within video games, as well as how death is approached and depicted within said games.
ContributorsYen, Jay (Author) / Bauer, Danielle (Thesis director) / de la Garza, Amira (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2023-12
Description
HIV/AIDS remains a pressing global health challenge, not only because of its medical complexities but also due to associated stigma and the lack of knowledge of the illness in communities around the world. This thesis analyzed cross-cultural differences and long-term changes in women’s knowledge and stigma around HIV/AIDS in low-

HIV/AIDS remains a pressing global health challenge, not only because of its medical complexities but also due to associated stigma and the lack of knowledge of the illness in communities around the world. This thesis analyzed cross-cultural differences and long-term changes in women’s knowledge and stigma around HIV/AIDS in low- and middle-income countries. Using Demographic and Health Survey (DHS) data from 24 countries for knowledge and stigma from 2000-2018, we examined changes in HIV/AIDS knowledge score and stigma score. The findings shed light on the perception of HIV/AIDS knowledge improving while stigma persisted indicative of remaining concerns about the illness amongst women.
ContributorsMurala, Divya Sruthi (Author) / Hruschka, Daniel (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Molecular Sciences (Contributor) / School of Life Sciences (Contributor) / Department of Information Systems (Contributor)
Created2023-12
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DescriptionI spent two semesters studying and making a Deckbuilding card game. I split my time between researching existing games and playtesting my own. In the end, I produced a fully developed game with printed cards.
ContributorsBarrantes Slivinsky, Andrew (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
Meloscape, an innovative music therapy iPad app, addresses the challenge of providing an authentic therapeutic experience virtually to older adults. Meloscape offers a user-friendly platform that goes beyond existing apps by providing standalone simulations of music therapy sessions that can also be used as a tool between in-person sessions. Developed

Meloscape, an innovative music therapy iPad app, addresses the challenge of providing an authentic therapeutic experience virtually to older adults. Meloscape offers a user-friendly platform that goes beyond existing apps by providing standalone simulations of music therapy sessions that can also be used as a tool between in-person sessions. Developed with a focus on research, accessibility, lifelong learning, and the unique needs of older adults, Meloscape features follow-along video sessions, guided meditations, personalized music selections, and journaling capabilities, creating a holistic and immersive music therapy experience. Meloscape strives to empower older adults to independently engage in music therapy, fostering cognitive and physical well-being and enriching their lives in profound ways.
ContributorsBourne, Chloe (Author) / Asano, Mizuki (Co-author) / Olson, Loren (Thesis director) / Belgrave, Melita (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-12
ContributorsBourne, Chloe (Author) / Asano, Mizuki (Co-author) / Olson, Loren (Thesis director) / Belgrave, Melita (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-12
ContributorsBourne, Chloe (Author) / Asano, Mizuki (Co-author) / Olson, Loren (Thesis director) / Belgrave, Melita (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-12
Description
Into The Network is the result of a years worth of role-playing game research and design. Creating a game that allows for dramatic and comical narratives about colliding video-game worlds. This thesis documents the process of researching various analog games, the process of developing mechanic ideas into a prototype, testing

Into The Network is the result of a years worth of role-playing game research and design. Creating a game that allows for dramatic and comical narratives about colliding video-game worlds. This thesis documents the process of researching various analog games, the process of developing mechanic ideas into a prototype, testing the prototype on groups, and finalizing the game into a full product.
ContributorsGaumond, Timothy (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
Description
As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their

As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their stance on certain issues whether that be their self-identity, politics, social injustice, etc. Realistically, many people feel uncomfortable talking about these issues. We want to prepare our audience, so they are not afraid or uncomfortable of such conversations. Through collectible cards and enamel pins with a children’s book, this product acts as a gateway to becoming more educated at an earlier age, and it aims to spread awareness about the experiences of our peers. The combination of digital branding and physical objects puts our purpose of spreading awareness in a way that makes it easier for our peers to understand. When people can relate to an idea, they will develop a personal connection to it and feel comfortable. We want our audience to be able to identify with, feel connected, and get educated on social injustice topics like mental health, discrimination, or harassment through our product. In recent years, education technology has been transforming the way we learn. With our project’s website feature, it is a more immersive and entertaining way to learn. Our generation has grown up with collectibles like Webkinz, Pokemon, Build-A-Bears, etc. that would come with a digital feature where owners can form a personal connection with their character for fun. Our purpose is to bring that back and make it more modern, current, and educational.
ContributorsReyes, Sharliz (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
Sphaera Somnium is a 360 degree audiovisual installation that serves as a gateway for individuals to step into a realm filled with speculative spaces, where immersive techniques encourage the human senses to explore uncharted territories. Within Sphaera Somnium, we aim to demonstrate how new spatial media can enrich user experiences

Sphaera Somnium is a 360 degree audiovisual installation that serves as a gateway for individuals to step into a realm filled with speculative spaces, where immersive techniques encourage the human senses to explore uncharted territories. Within Sphaera Somnium, we aim to demonstrate how new spatial media can enrich user experiences and offer glimpses into alternate perspectives. By seamlessly blending audio and visuals, this immersive journey is meant to evoke dreamlike, multi-sensory sensations. The project also offers accessibility to realities that would typically require significant time, expense, and transportation to access. This accessibility not only breaks down physical barriers but also levels the playing field on the cost of experience, making it available to a wider audience regardless of geographical location or financial means. By providing a platform for individuals to engage with these speculative environments, we hope to foster a deeper understanding of our relationship with technology, perception, and the world around us. As participants are transported into these immersive realms, they are encouraged to contemplate the emerging uses of new technologies and how they shape our understanding of reality.
ContributorsVan Bussum, Tessa (Author) / Kautz, Luke (Thesis director) / Kurtz, Jamie (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05