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

Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tableto

Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tabletop roleplaying games may be an intervention option that is already played for enjoyment. This study examines the influence of tabletop roleplaying games on motivation to empathize. Participants played a short tabletop roleplaying game and then were asked to choose between describing and empathizing with refugee targets over a series of trials. There is a potential main effect of tabletop roleplaying games on motivation to empathize, but this main effect is absent when controlling for self-other-overlap. It appears that self-other-overlap influences motivation to empathize. However, this study was underpowered, and the main effect of roleplay may have been detected if more participants were involved. Thus, there is potential that tabletop roleplaying games may influence motivation to empathize, and future research should examine this while considering the limitations of this study.

ContributorsDraper, Kali Anne (Author) / Aktipis, Athena (Thesis director) / Guevara Beltran, Diego (Committee member) / Department of Psychology (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
An individual’s reputation can be beneficial or detrimental to their exchanges with others,
and these exchanges may be critical for achieving evolutionary goals, such as reproduction.
Depending on their reputation, an individual may or may not gain access to resources in order to
achieve their evolutionary goals. Reputation is typically described as being

An individual’s reputation can be beneficial or detrimental to their exchanges with others,
and these exchanges may be critical for achieving evolutionary goals, such as reproduction.
Depending on their reputation, an individual may or may not gain access to resources in order to
achieve their evolutionary goals. Reputation is typically described as being “positive” and
“negative,” but the current study aimed to identify potential nuances to reputations beyond the
traditional dichotomy. It was hypothesized that different types of reputations (such as “friendly”,
“dishonest”, and “aggressive”) would group together in categories beyond “positive” and
“negative.” Additionally, individuals with different life history strategies might find different
reputations important, because the reputations they find most important may help them get the
kinds of resources they need to attain their specific evolutionary goals. Therefore, it was also
predicted that the importance individuals place on different types of reputations would vary as a
function of life history strategy. Exploratory factor analysis identified a five factor structure for
reputations. Individuals also placed varying levels of importance on different types of
reputations, and found some reputations more important than others depending on their life
history strategy. This study demonstrates that reputational information is more nuanced than
previously thought and future research should consider that there may be more than just
“positive” and “negative” reputations in social interactions.
ContributorsPatterson, Danielle Nicole (Author) / Aktipis, Athena (Thesis director) / Corbin, William (Committee member) / West, Stephen G. (Committee member) / Ayers, Jessica D. (Committee member) / Department of Psychology (Contributor) / School of Human Evolution & Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12