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
This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis,

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.
ContributorsSmith, Brenden (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / School of Life Sciences (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This research examines the impact of films about corporate scandals stemming from environmental disasters, specifically the film ​Dark Waters ​which details the decade-long toxic chemical release by DuPont. It will also explore what distinguishes these kinds of documentary films as successful and if they result in corporate change. Some films

This research examines the impact of films about corporate scandals stemming from environmental disasters, specifically the film ​Dark Waters ​which details the decade-long toxic chemical release by DuPont. It will also explore what distinguishes these kinds of documentary films as successful and if they result in corporate change. Some films about corporate injustices have been successful in shaping viewers’ opinions and have brought about actual changes in targeted corporations’ behaviors. However, in some instances, even though a film may hurt the public image of the corporation, it does not actually affect the operation of the business. The recently released film ​Dark Waters ​details the story of the lawyer and farmer behind the lawsuit that exposed the toxic chemical release by DuPont. The film chronicles how the lawsuit revealed how DuPont ignored and even tried to cover up how its chemicals were poisoning its own workers and the surrounding communities. It remains to be seen if this film will result in DuPont actually changing the ways it does business. In this research, I analyze three documentary films involving corporate scandals with environmental ramifications and determine if any changes were made as a result of the films and what aspects of these films caused them to be successful. My findings indicate that there are many factors that dictate whether or not a film is successful in bringing about change at the corporate level. Some of the factors include the type of corporation, how many people the scandal or environmental disaster affected, and where the incidents took place. Also, certain aspects of the film itself such as being directed or produced by well-known and respected directors and producers as well as employing famous actors can make a difference in the film’s overall impact.
ContributorsDelgado, Morgan Elyse (Author) / Ingram-Waters, Mary (Thesis director) / Hines, Taylor (Committee member) / Chemical Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05