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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A visual investigation surrounding the societal problem of parasocial relationships, stemming from the advent of viewers' interactions with content creators on platforms like Youtube. My goal was to research my chosen topic in order to provide a basis for a physical exhibit embodying and explaining the dangers and potential solutions

A visual investigation surrounding the societal problem of parasocial relationships, stemming from the advent of viewers' interactions with content creators on platforms like Youtube. My goal was to research my chosen topic in order to provide a basis for a physical exhibit embodying and explaining the dangers and potential solutions for the problem, as well as formulate a written and printed book documenting my process throughout the course of my senior year.

ContributorsVan Camp, Emily (Author) / Sanft, Al (Thesis director) / Montgomery, Eric (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / The Design School (Contributor)
Created2022-05
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Description

This paper examines the the Small Business Investment Company ("SBIC") program and the Early Stage SBIC program specifically. Fund economics were analyzed and compared to structural details of the program to determine the major factors in the ending of the Early Stage program.

ContributorsDelashmutt, Kyle (Author) / Simonson, Mark (Thesis director) / Licon, Lawrence (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor)
Created2021-12
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According to Fashion Theory: The Journal of Dress, Body & Culture, fashion is defined as "the cultural construction of the embodied identity." (Steele 2012). Fashion is a complex subject that utilizes media to instill understanding and the significance of its products to consumers through advertisement. It is highly influential on

According to Fashion Theory: The Journal of Dress, Body & Culture, fashion is defined as "the cultural construction of the embodied identity." (Steele 2012). Fashion is a complex subject that utilizes media to instill understanding and the significance of its products to consumers through advertisement. It is highly influential on consumers' behaviors and self-image. In this thesis, I provide the historical context of the fashion industry’s media channels that have shaped the perspective and importance of youthful physical features leading to a youth-centric market. It also examines the current practices and representation in media. The insights from this research provide an understanding of how ageism is prevalent in various forms of media and identifies the implications of the perception of older consumers.

ContributorsYousaf, Guzel (Author) / Guest, Aaron (Thesis director) / Sewell, Dennita (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / Department of Information Systems (Contributor) / Department of Marketing (Contributor)
Created2022-05
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Description

In 1757 Edmund Burke published A Philosophical Enquiry into the Sublime and Beautiful. I will be extending his analysis of the sublime and beautiful, and using it to dissect quantum mechanics. Using Burke’s template on the sublime and beautiful, I can evaluate experiments in quantum mechanics, and explore a new

In 1757 Edmund Burke published A Philosophical Enquiry into the Sublime and Beautiful. I will be extending his analysis of the sublime and beautiful, and using it to dissect quantum mechanics. Using Burke’s template on the sublime and beautiful, I can evaluate experiments in quantum mechanics, and explore a new side of Burke’s aesthetic theory. For the reader, I have outlined Burke’s aesthetic theory on the sublime and beautiful. I then used this analysis to explore quantum mechanics and assess the components of quantum mechanics that are beautiful and sublime.

ContributorsManrique, Scarlett (Author) / Taylor, Thomas (Thesis director) / Foy, Joseph (Committee member) / Boyce-Jacino, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Department of Finance (Contributor)
Created2022-05
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
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Description
Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the

Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.
ContributorsRollins, Jaden (Author) / Abraham, Giovanna (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor)
Created2022-05
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Description
Over the past few years, legislation legalizing sports betting in many states has been voted into effect. In the spring of 2021, Arizona legislators approved a bill that would legalize sports betting for anyone over the age of 21 in Arizona, and with Governor Doug Ducey signing the bill into

Over the past few years, legislation legalizing sports betting in many states has been voted into effect. In the spring of 2021, Arizona legislators approved a bill that would legalize sports betting for anyone over the age of 21 in Arizona, and with Governor Doug Ducey signing the bill into law, September 9, 2021, marked the first day of legal sports betting in Arizona. Due to this new major avenue of business, sports betting became a very popular topic in both the news and social media, creating a buzz for new users in Arizona. This study will focus on the sports betting industry and the major companies involved in creating sports betting infrastructure in Arizona. Data will be collected and analyzed from multiple sources including company financial statements, news articles, and independent research focusing on the financial impact of Arizona sports bettors on the sports betting industry’s market profitability. It is expected that there will be a correlation between money gambled in Arizona and a rapid increase in profitability for sports betting companies. This study will provide an overview of the economic impact that sports betting had in Arizona in 2021, and look towards the future of betting in years to come.
ContributorsMorici, Samuel (Author) / Kramer, Michael (Co-author) / Bonfiglio, Thomas (Thesis director) / Voutsas, Konstandinos (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05
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Description

This research investigates what aspects of certain college students' quarantine experience were contributing to specific changes in gender identity. For this project, a general survey was distributed, and multiple interviews were conducted with willing survey participants to gauge more in-depth information about this phenomenon. Through the survey portion of the

This research investigates what aspects of certain college students' quarantine experience were contributing to specific changes in gender identity. For this project, a general survey was distributed, and multiple interviews were conducted with willing survey participants to gauge more in-depth information about this phenomenon. Through the survey portion of the research, I found that many Barrett students felt that their identity had changed over the course of the pandemic, and a unique subset of these students experienced a change in their gender identity. Interviews with these folks highlighted several mechanisms that fostered this phenomenon: first, that quarantine allowed them a time to introspect, second, that they were not being policed or scrutinized in public for their gender performance, and third, that this was taking place in a supportive physical and/or virtual environment. This new research provides insight into the specific experiences of nonbinary college students whose identity shifted over the course of the COVID-19 pandemic, exploring factors that can influence identity development. While this is a unique and niche situation, it illustrates changing trends in how younger generations view themselves and their gender identity.

ContributorsNorthrop, Kay (Author) / Graff, Sarah (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Department of Information Systems (Contributor)
Created2021-12
Description

Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to

Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to showcase their outfits and creations – in a phenomenon called “masking” – but with the widespread emergence of the COVID-19 pandemic, conventions were put on hold for over a year. This paper questions how convention culture has changed in a world where cosplay can no longer rely on it due to the COVID-19 pandemic. Through analysis, personal narrative, and a critical reflection, the authors compare Saboten Con 2019 and 2021 to discuss that despite the numerous changes to the physical culture of conventions, the social essence of conventions has remained the same.

ContributorsKim, Melissa (Author) / Lauer, Annika (Co-author) / Fette, Donald (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Department of Information Systems (Contributor)
Created2021-12
Description

Anthemy is a web app that I created so that Spotify users could connect with other uses and see their listening statistics. The app has a chat feature that matches concurrent users based on a variety of search criteria, as well as a statistics page that contains a breakdown of

Anthemy is a web app that I created so that Spotify users could connect with other uses and see their listening statistics. The app has a chat feature that matches concurrent users based on a variety of search criteria, as well as a statistics page that contains a breakdown of a user's top artists, songs, albums, and genres as well as a detailed breakdown of each of their liked playlists.

ContributorsJackman, Benjamin (Author) / Roumina, Kavous (Thesis director) / Mazzola, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2021-12