This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsKlein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of International Letters and Cultures (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Gamification is the idea of “gamifying” work, to make it more intrinsically motivating. This is an incredibly important aspect of management theory because it gives a different approach to the age old question, how do I motivate my employees to perform better? This study not only looks at gamification, what

Gamification is the idea of “gamifying” work, to make it more intrinsically motivating. This is an incredibly important aspect of management theory because it gives a different approach to the age old question, how do I motivate my employees to perform better? This study not only looks at gamification, what it is, and how it is used successfully and unsuccessfully; but also looks at gamification from a different light. This study dives into the idea of employee gamification, or when employees “gamify” their own work to keep themselves motivated, without the direction or guidance of a manager. Most importantly, this study looks at the correlation between gamification, likeness of manager, enthusiasm, physical engagement, and a few other variables to figure out what truly is the driving force behind employee motivation. Without the study and proper application of gamification, both managers and employees could be missing out on the potential to increase motivation dramatically, thus in turn creating a more efficient and productive work environment. At the end of the day, every single company is concerned with efficiency; and increasing it should be of the highest concern. This study looks at the potential benefits of gamifying work, while also figuring out what truly is the driving force behind workplace motivation.
ContributorsRosen, Joshua Harry (Author) / Baer, Michael (Thesis director) / Welsh, David (Committee member) / Department of Finance (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The "Development of Resources for Travelers with Severe Dietary Restrictions" focuses on the development of the service, Allergy Voyage. The service hosts restaurant menus for users with food allergies to view, helping them feel safer and confident while dining, while simultaneously increasing restaurant revenue. The creative project sought to utilize Tierce's

The "Development of Resources for Travelers with Severe Dietary Restrictions" focuses on the development of the service, Allergy Voyage. The service hosts restaurant menus for users with food allergies to view, helping them feel safer and confident while dining, while simultaneously increasing restaurant revenue. The creative project sought to utilize Tierce's personal experience with severe dietary restrictions and entrepreneurial skills to provide concierge-based services for others suffering from food allergies.
ContributorsTierce, Tristan (Author) / Shepard, Christina (Thesis director) / Sebold, Brent (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
ContributorsTierce, Tristan (Author) / Shepard, Christina (Thesis director) / Sebold, Brent (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
ContributorsTierce, Tristan (Author) / Shepard, Christina (Thesis director) / Sebold, Brent (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
ContributorsTierce, Tristan (Author) / Shepard, Christina (Thesis director) / Sebold, Brent (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
ContributorsTierce, Tristan (Author) / Shepard, Christina (Thesis director) / Sebold, Brent (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05