Matching Items (48)
Filtering by

Clear all filters

164823-Thumbnail Image.png
Description

As projections of climate change effects in the media persist, current research suggests that threatening climate change content circulating social media and knowledge of threats to the Earth system and human health may lead to the development of eco-anxiety. If social media exposure to climate change content influences eco-anxiety, there

As projections of climate change effects in the media persist, current research suggests that threatening climate change content circulating social media and knowledge of threats to the Earth system and human health may lead to the development of eco-anxiety. If social media exposure to climate change content influences eco-anxiety, there is a need for psychological interventions to help manage climate change-related negative affect. A systematic review was conducted 1) to investigate the relationship between the use of social media and eco-anxiety in young adults and 2) to explore methodological factors involved in eco-anxiety research, including measurements and potential moderating factors. The review included seventeen articles that studied the measurements of eco-anxiety, the relationship between social media and eco-anxiety, or negative affect related to climate change and potentially moderating risk factors. A thematic analysis of the included articles yielded four central themes: (1) The Operationalization of Eco-anxiety, (2) Climate Change Perceptions and their Effects on Impairments, (3) The Relationship between Social Media Usage and Eco-anxiety, and (4) Potential Factors Influencing Climate Change Perceptions. The results suggest that eco-anxiety is real and common, especially amongst young people, and that it may be reliably measured using the Climate Change Anxiety Scale. Due to the limited and heterogeneous literature on the problem, no definitive conclusions can be drawn about how potential factors influence eco-anxiety. Future research should further explore the relationship between social media and eco-anxiety. In addition, the problem of eco-anxiety should be studied in underrepresented, vulnerable populations at higher risk for weather-related events.

ContributorsRiley, Jasmine (Author) / Vargas, Perla (Thesis director) / West, Stephen (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor)
Created2022-05
165606-Thumbnail Image.png
Description
The Founders Lab is a team-focused, exploratory Barrett Thesis project that allows students the opportunity to discover and utilize their “inner entrepreneur”. This project empowers teams of students to come up with a business idea; create a strategic business model; conduct research on a target market; generate a brand style,

The Founders Lab is a team-focused, exploratory Barrett Thesis project that allows students the opportunity to discover and utilize their “inner entrepreneur”. This project empowers teams of students to come up with a business idea; create a strategic business model; conduct research on a target market; generate a brand style, logo, and other marketing-related materials; meet with business professionals as a way to receive feedback; and finalize a business plan with tangible deliverables. This project in particular focuses on the creation of an app that allows users to connect with others in competitive esports tournaments and participate in tutoring sessions for financial incentives. Throughout our experience participating in the Founders Lab, we were able to construct this business pitch entitled, Eventcity.
ContributorsWandzilak, Olivia (Author) / Tefft, Austin (Co-author) / Smith, Garrison (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Marketing (Contributor)
Created2022-05
165434-Thumbnail Image.png
Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology

ContributorsVijayaraghavan, Shalini (Author) / Amaya, Alexander (Co-author) / Rodgers, Tess (Co-author) / Toledo, Pedro (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Human Evolution & Social Change (Contributor) / School of Life Sciences (Contributor)
Created2022-05
165947-Thumbnail Image.png
Description

Party on Wall Street is a web-based video game developed by Maroon and Gold Game Studios. As an educational entrepreneurship video game, Party on Wall Street provides a refreshing and exciting new experience for the tycoons in society who want a little more of that entrepreneurial lifestyle. With proper research

Party on Wall Street is a web-based video game developed by Maroon and Gold Game Studios. As an educational entrepreneurship video game, Party on Wall Street provides a refreshing and exciting new experience for the tycoons in society who want a little more of that entrepreneurial lifestyle. With proper research on customer demographics, Maroon and Gold Game Studio’s brand identity consists of a modern game with multiple use cases. With strong partnerships with multiple creatives and built from scratch game development, Party on Wall Street implements a fun, high intensity business competitive environment for players and students to engage in. This thesis consists of building an interactive experience through the use of AirConsole, a third party platform that hosts the game and allows players to join it by connecting to the same website on their mobile device. The primary user has access to hosting a game which can be casted to a larger screen, typically a television. When hosting a game, a room code is generated which can be typed in on the mobile device to connect to the game. When all players have joined the game, the host can initiate it. Players go through 6 rounds of pitch style investing presentations and have the opportunity to invest in other products with the ultimate goal of earning the most money. In the end, the game was successfully implemented, extensively user tested, and is under review by the AirConsole game team. Over the last year, the team successfully brought an idea through the entire product development process, learned to build a game in Unity, made practice of extensible testing and validation methods, and leveraged customer research and feedback to design a game that is ultimately both enjoyable and educational.

ContributorsKhan, Shaheer (Author) / Wood, Collin (Co-author) / Waters, Eric (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05
164935-Thumbnail Image.png
Description
By analyzing The Witcher and Game of Thrones fandoms, this research examines whether cosplayers adhere to social media or canon expectations of gender, sexuality, and violence. The study focuses on six canon female characters and how cosplayers emulate them on TikTok and Instagram. Along with a quantitative analysis, ten cosplayers

By analyzing The Witcher and Game of Thrones fandoms, this research examines whether cosplayers adhere to social media or canon expectations of gender, sexuality, and violence. The study focuses on six canon female characters and how cosplayers emulate them on TikTok and Instagram. Along with a quantitative analysis, ten cosplayers were interviewed regarding their experiences with the fandom, source material, and cosplaying. The prediction was that cosplayers might conform to the standards of social media and the expectations of the social material; however, the findings implicate that fantrepreneurs mostly exclude sexualization and violence in their content, which suggests that cosplay continues to be used for transformative purposes.
ContributorsSears, Madison (Author) / Ingram-Waters, Mary (Thesis director) / McGibbney, Michelle (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Life Sciences (Contributor)
Created2022-05
164572-Thumbnail Image.png
Description
Based on the findings from previous studies and research, social media use and psychological issues among minors are increasing overtime. However, there are still questions about whether or not these factors are related to one another. The goal of my study is to better understand the relationship between social media

Based on the findings from previous studies and research, social media use and psychological issues among minors are increasing overtime. However, there are still questions about whether or not these factors are related to one another. The goal of my study is to better understand the relationship between social media use and the psychological issues among minors by analyzing their self-esteem, self-efficacy, social anxiety, locus of control, and peer pressure. My research examined minors' time spent on social media, their influencer engagement, and the social media platforms they use and how these factors impact the constructs of interest: self-esteem, self-efficacy, social anxiety, locus of control, and peer pressure. My study was conducted by distributing a survey to minors (ages 12-17) that asked about their social media use and habits. Based on my findings, I concluded that minors that use a large number of social media platforms have lower self-esteem and high levels of peer pressure, the more frequently a minor uses social media, the higher their self-esteem is, and the more social media influencers that the minor is following, the lower their self-efficacy is. Additionally, using certain social media platforms, following certain types of influencers, and participating in certain engagement behaviors had different effects on the minor’s self-esteem, self-efficacy, social anxiety, locus of control, and peer pressure. An implication from my results is that social media can be a positive outlet for a minor's mental health and it can impact a minor positively or negatively depending on how they use it.
ContributorsSmaw, Rebekah (Author) / Dong, Xiaodan (Thesis director) / Gray, Nancy (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Marketing (Contributor)
Created2022-05
DescriptionBusiness Plan and Purchase Agreement for a private swim lesson business, FH Kids Academy.
Created2023-12
DescriptionWe founded a small business that sold customizable labels for drink bottles to sell to ASU students and Tempe community members. Our report speaks to the processes and evaluation of our business venture.
ContributorsMcCarthy, Micaela (Author) / Voightmann, Connor (Co-author) / Hufnagel, Parker (Co-author) / Byrne, Jared (Thesis director) / Lee, Peggy (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor)
Created2024-05
Description
The specific and concrete motives to use social media are likely to grow as social media multiplies. Study 1 was conducted to identify the hierarchical structure of motives of using social media that explain a wide range of previously identified motives from Uses and Gratification theory (Katz & Blumler, 1974).

The specific and concrete motives to use social media are likely to grow as social media multiplies. Study 1 was conducted to identify the hierarchical structure of motives of using social media that explain a wide range of previously identified motives from Uses and Gratification theory (Katz & Blumler, 1974). College students (N = 948) completed previously established measures of social media motives and a range of social media behaviors. Findings revealed two higher-order factors: (1) “Instrumental” motivation captures motives to achieve a specific aim by using social media (e.g., for information, self-expression, social interaction) and these motives are positively correlated with private self-conscious on social media, and (2) “Experiential” motivation captures motives to escape from reality by using social media (e.g., for entertainment, passing time, convenience) and these motives are positively correlated with social media addiction. Study 2 aimed to determine if the higher order structure, “Instrumental” and “Experiential”, emerge across a wider range of motivations to use social media. College students (N = 216) completed a survey on the 7 social media motivations from study 1 and 16 more social media motivations found in the two pilot studies. Findings from the confirmatory factor analysis revealed the 23-factor model was the better predictor to use social media than the higher order factors. The predictive validity of the higher order factors suggests “Instrumental” motivation is the better predictor of personality and “Experiential” motivation is positively correlated with social media addiction.
ContributorsBergh, Ashlan (Author) / Kwan, Virginia (Thesis director) / Doane, Leah (Committee member) / Levy, Roy (Committee member) / Bunker, Cameron (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Department of Psychology (Contributor)
Created2024-05
Description
Make & Save Cups is a business concept designed to provide reusable cups to coffee shop visitors with incentives of inexpensive pricing, customization, and sustainability efforts. In our current market, Starbucks and other beverage retailers offer discounts or rewards on purchases if you use reusable cups. However, the cups sold

Make & Save Cups is a business concept designed to provide reusable cups to coffee shop visitors with incentives of inexpensive pricing, customization, and sustainability efforts. In our current market, Starbucks and other beverage retailers offer discounts or rewards on purchases if you use reusable cups. However, the cups sold in these cafes are often overpriced, and the selection of different designs is limited. Through community outreach and user surveys, we were able to find out in greater detail why people have hesitations using reusable cups. Our most significant discovery was that people either don't have enough reusable cups or don't like cleaning their reusable cups because they are hard to clean. With these problems in mind, Make & Save Cups was developed to provide our customers with cheaper cups that are still of quality so that they can have more than enough reusable cups for whenever they need them. Our cups are easy to clean and dishwasher safe, allowing customers to wash cups in large batches easily. Another aspect of our business model is that Make & Save Cups will enable customers to design their own reusable cups at a significantly more affordable price point. We sold these cups outside our campus near established, busy cafes with a reusable cup incentive. We have a variety of art supplies, including stickers, paint markers, and more, which are completely included in the price of the cup. Make & Save Cups saves students money while saving the planet and gives them a unique and memorable experience that could potentially incentivize more widespread use of reusable cups. This semester, we accomplished our goals set last semester of fully launching our product, conducting more focus groups to gain data and feedback on our product experience, and keeping our focus on increasing the number of people who use reusable cups.
ContributorsHollander, Liam (Author) / Seidenwurm, Owen (Co-author) / Bryne, Jared (Thesis director) / Lee, Peggy (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor)
Created2024-05