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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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
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Description
I am a former Arizona State football player and I wanted to do my own research on how the ASU football program affects the student body. I believe that college football is one of the great experiences for any student. This is why I wanted to see what the students

I am a former Arizona State football player and I wanted to do my own research on how the ASU football program affects the student body. I believe that college football is one of the great experiences for any student. This is why I wanted to see what the students think about the football program at ASU and if I could find ways to make their experience better. I looked into past studies to find that there are many positive correlations between successful college football programs and student life. Studies indicated that it is beneficial for universities to invest in their football programs. To study this at ASU I created a survey that asked ASU students a few questions about themselves and how they felt ASU football affected their day-to-day lives through a Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree format. I then put in a response portion at the end if they wanted to suggest anything that could be done better for the ASU football program when it came to their students. The results that I received from the survey showed that the students cared about football and that they thought football was an overall positive experience for them. The alarming point that the survey brought up was that not many students were attending the home games during the season. In fact, 25% of the student respondents did not go to a single home game in 2016. This was troubling to me and I looked in the worded responses to get answers as to why this was happening. Fortunately, the student respondents were very descriptive in what they believed the football program could be doing better. The responses discussed how a lack of tradition, lack of community outreach, lack of incentives/emphasis on fan experience and more were the reasons as to why students did not feel like going to the home games. I concluded that in order for ASU to attract more students to the home games that they need to have more student events around game week, reach out to the students more through their players, and built a connect between the football team and the ASU student body.
ContributorsRogers, Owen (Author) / Ingram-Waters, Mary (Thesis director) / Lynch, John (Committee member) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12