Barrett, The Honors College Thesis/Creative Project Collection
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.
With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.
In a COVID-19 world, student engagement has suffered drastically as organizations and universities shifted to an online format. Yet, there is still an opportunity and a space for digital content creation to bridge the gap in a virtual and hybrid university lifestyle. This project looks at how student groups can still engage students at ASU Tempe through digital content creation and which tools to use to enter the space.
A look at COVID-19 as a disease and how it affected the United States and Arizona in 2020. An analysis of decisions by surrounding states and health and government officials is used to comprise a return to play plan for Arizona high school athletics.
The goal of this research was to analyze the impact of consumer behavior on the sustainability of the fast fashion industry, specifically in regards to the framework of the Triple Bottom Line. First, a review of relevant literature investigating the three aspects of the Triple Bottom Line (environmental, social, and economic) as it pertains to the fast fashion industry was conducted to provide context for this research. Research methods utilized scholarly articles and journals along with companies’ CSR reports to determine the course of development of the fast fashion industry over time. Additionally, the impact of consumer behavior was investigated and linked to trends observed in the production and business practices of the industry over time. Based on the analysis of the influence of past consumer behavior on the industry, it was clear consumers play a major role in the industry and its sustainability in terms of the Triple Bottom Line. This suggests that the unsustainability of the fast fashion industry is due in part to consumer behavior and the retailers themselves, which is important to understand for the industry going forward as it aims to improve overall sustainability.
The goal of this research was to analyze the impact of consumer behavior on the sustainability of the fast fashion industry, specifically in regards to the framework of the Triple Bottom Line. First, a review of relevant literature investigating the three aspects of the Triple Bottom Line (environmental, social, and economic) as it pertains to the fast fashion industry was conducted to provide context for this research. Research methods utilized scholarly articles and journals along with companies’ CSR reports to determine the course of development of the fast fashion industry over time. Additionally, the impact of consumer behavior was investigated and linked to trends observed in the production and business practices of the industry over time. Based on the analysis of the influence of past consumer behavior on the industry, it was clear consumers play a major role in the industry and its sustainability in terms of the Triple Bottom Line. This suggests that the unsustainability of the fast fashion industry is due in part to consumer behavior and the retailers themselves, which is important to understand for the industry going forward as it aims to improve overall sustainability.
The rising national maternal mortality rate has brought international attention to the United State's maternal healthcare crisis. This literature review consolidates and compares academic research on the best practices for lowering maternal mortality rates and reducing racial disparities in healthcare.