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The purpose of this project is to raise awareness for children with social anxiety. As a book directed to children around the age of 12, it will give them a character they can relate to, so they can feel less alone. Throughout the story, the main character experiences symptoms of

The purpose of this project is to raise awareness for children with social anxiety. As a book directed to children around the age of 12, it will give them a character they can relate to, so they can feel less alone. Throughout the story, the main character experiences symptoms of social anxiety and is subject to events that exacerbate those symptoms. Despite her challenges, the main character is able to effectively cope with her social anxiety through her own hard work, and help from her family members, teachers, and peers. The intent is to show children with social anxiety that, contrary to what their disorder makes them feel, they are special and have the capacity to develop skills that are relevant to their talents and interests, and overcome their fears. They should know that parents, teachers, and peers will be there to help and support them and will not judge them as harshly as they suspect. The supporting characters in this story show how a strong support base can influence the success of children with social anxiety. By the end of the story, the main character still has social anxiety, but has gained confidence and her symptoms are less severe. This illustrates that, although social anxiety cannot simply be overcome—that is, it doesn’t go away completely—it can be effectively managed with assistance from close others, and perseverance.
ContributorsDillard, Bethlehem (Author) / Lewis, Stephen (Thesis director) / Gaffney, Cynthia (Committee member) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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There is a disconnect between the way people are taught to find success and happiness, and the results observed. Society teaches us that success will lead to happiness. Instead, it is argued that success is engrained in happiness. Case studies of four, established, successful people: Jack Ma, Elon Musk, Ricardo

There is a disconnect between the way people are taught to find success and happiness, and the results observed. Society teaches us that success will lead to happiness. Instead, it is argued that success is engrained in happiness. Case studies of four, established, successful people: Jack Ma, Elon Musk, Ricardo Semler, and William Gore, have been conducted in order to observe an apparent pattern. This data, coupled with the data from Michael Boehringer's story, is used to formulate a solution to the proposed problem. Each case study is designed to observe characteristics of the individuals that allow them to be successful and exhibit traits of happiness. Happiness will be analyzed in terms of passion and desire to perform consistently. Someone who does what they love, paired with the ability to perform on a regular basis, is considered to be a happy person. The data indicates that there is an observable pattern within the results. From this pattern, certain traits have been highlighted and used to formulate guidelines that will aid someone falling short of success and happiness in their lives. The results indicate that there are simple questions that can guide people to a happier life. Three basic questions are defined: is it something you love, can you see yourself doing this every day and does it add value? If someone can answer yes to all three requirements, the person will be able to find happiness, with success following. These guidelines can be taken and applied to those struggling with unhappiness and failure. By creating such a formula, the youth can be taught a new way of thinking that will help to eliminate these issues, that many people are facing.
ContributorsBoehringer, Michael Alexander (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Management (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
A growing number of jobs in the US require a college degree or technical education, and the wage difference between jobs requiring a high school diploma and a college education has increased to over $17,000 per year. Enrollment levels in postsecondary education have been rising for at least the past

A growing number of jobs in the US require a college degree or technical education, and the wage difference between jobs requiring a high school diploma and a college education has increased to over $17,000 per year. Enrollment levels in postsecondary education have been rising for at least the past decade, and this paper attempts to tease out how much of the increasing enrollment is due to changes in the demand by companies for workers. A Bartik Instrument, which is a measure of local area labor demand, for each county in the US was constructed from 2007 to 2014, and using multivariate linear regression the effect of changing labor demand on local postsecondary education enrollment rates was examined. A small positive effect was found, but the effect size in relation to the total change in enrollment levels was diminutive. From the start to the end of the recession (2007 to 2010), Bartik Instrument calculated unemployment increased from 5.3% nationally to 8.2%. This level of labor demand contraction would lead to a 0.42% increase in enrollment between 2008 and 2011. The true enrollment increase over this period was 7.6%, so the model calculated 5.5% of the enrollment increase was based on the changes in labor demand.
ContributorsHerder, Daniel Steven (Author) / Dillon, Eleanor (Thesis director) / Schoellman, Todd (Committee member) / Economics Program in CLAS (Contributor) / Department of Psychology (Contributor) / Sandra Day O'Connor College of Law (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
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Description
Impostor Phenomenon (IP) is defined as an occurrence in individuals who have difficulty internalizing success, and live in constant fear of the "mask being unveiled," or being exposed as a fraud (Clance, 1985). It is estimated that 70% of the population will experience at least one episode of Impostor Phenomenon

Impostor Phenomenon (IP) is defined as an occurrence in individuals who have difficulty internalizing success, and live in constant fear of the "mask being unveiled," or being exposed as a fraud (Clance, 1985). It is estimated that 70% of the population will experience at least one episode of Impostor Phenomenon in their lifetime. (Gravois, 2007) This study surveyed 120 first-time freshmyn at Arizona State University West campus to gain access to demographic information, first-year programming attendance, and their Impostor Phenomenon scores using the Clance Impostor Phenomenon Scale. After the data was analyzed, it was determined that there were no significant findings between Impostor Phenomenon scores, honors status, and generational status, nor were there statistically significant findings when compared against age, gender, and first-year programming attendance. The average score for all students surveyed ranged in the "frequent bouts" of Impostor Phenomenon, which is the third-highest level of Impostor Phenomenon. Although there are no statistical differences between the identified groups, it is important to note that the average scores are high, and that changes can be made to first-year programming to help lower the average Impostor Phenomenon scores. Teaching students self-compassion is one way to address the common symptoms of Impostor Phenomenon. In addition to background on self-compassion, this thesis offers suggestions on how self-compassion teachings could be incorporated into first-year programming to make students more comfortable and confident during their first year at Arizona State University.
ContributorsStifano, Natalia Alexandra (Author) / Ramsey, Ramsey Eric (Thesis director) / Koch, Drew (Committee member) / Isbell, Dennis (Committee member) / Division of Teacher Preparation (Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
A home holds so much more meaning and power than the physical structure of a house. As much as our personal space serves as an extension of ourselves, it also affects us. Furthermore, whichever state a home environment is in has a major impact on psychological well-being. This thesis is

A home holds so much more meaning and power than the physical structure of a house. As much as our personal space serves as an extension of ourselves, it also affects us. Furthermore, whichever state a home environment is in has a major impact on psychological well-being. This thesis is an investigation of the idea of home design as a means of addressing psychological anxiety through the point of view of a college student. The information is divided into three chapters; which are Overview of Relevant Scholarly Literature, Design Philosophies, and Personal Experience. Within the scholarly literature, well-being and anxiety are two trends in the studies of environmental psychology, positive psychology, and the humanities. There is still limited knowledge in these areas, so it is important to expand the understanding of the home environment's influence. Based on this research, well-known philosophies, and personal experience, design philosophies are an effective way to potentially improve well-being and reduce anxiety, especially for college students. While Hygge and Wabi-sabi are both design philosophies rising in recognition, Feng Shui is already widespread around the world. Some of the recommendations discoverer were to add cozy décor and lower lighting options to soften the room, get rid of extra clutter taking up space, or bring in nature with greenery and fresh flowers. However, these objects have countless interpretations and there is not a single correct answer. In the end, adjusting the space to be individualized will bring more comfort and these efforts will begin to make a difference in the user’s state of mind.
ContributorsDemaagd, Brittni Nicole (Author) / Gruber, Diane (Thesis director) / Ramsey, Ramsey Eric (Committee member) / School of Social and Behavioral Sciences (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Animal psychology is the study of how animals interact with one another, their environment, and with humans. This can be done in two different settings, the wild and captivity, and through two different approaches, academic research and practice. Academic research relies primarily on behavioral observation for data collection. Practice uses

Animal psychology is the study of how animals interact with one another, their environment, and with humans. This can be done in two different settings, the wild and captivity, and through two different approaches, academic research and practice. Academic research relies primarily on behavioral observation for data collection. Practice uses behavioral observation as well, but allows for a more hands on experience and lets the practitioner make improvements in the quality of life. I interviewed two people, one who practices in captivity, and one who does research in the wild. Dr. David Bunn has done research on wild animals in Kruger National Park in South Africa for over twenty years, studying human-animal interactions. Hilda Tresz has worked in zoos nearly forty years and specializes in chimps. Working within the same field, but utilizing a different setting and approach makes a big difference in the feel of the job. Though I found many differences between the two by doing my own research and from conducting interviews, there are many similarities to note as well. The general field of animal psychology is very rewarding, requires a lot of patience, and leads to a better understanding of animal behavior and how to care for specific species of animals. Working with captive animals allows for the opportunity to make a big difference in animal's lives through behavioral enrichment and general care. Working in the wild allows us to understand the innate animal behaviors displayed. Through practice, people get more hands on experience; while through research, you get to observe animals in their native habitats. Each setting and approach has it's own benefits depending on what each person's goals are for their job.
ContributorsDaniel, Mckenna Lynne (Author) / Childers, Daniel (Thesis director) / Hall, Sharon (Committee member) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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The purpose of this research is to gain a deeper understanding of the often-despised financial sector while exploring the parallels it reflects in our society. Information Measurement Theory was applied to several aspects of life apparent in both the financial sector and our society in order to discover parallels present

The purpose of this research is to gain a deeper understanding of the often-despised financial sector while exploring the parallels it reflects in our society. Information Measurement Theory was applied to several aspects of life apparent in both the financial sector and our society in order to discover parallels present in both. By analyzing the financial sector against our society as a whole, it becomes apparent that the financial sector's composition of individuals reflects that of our societies and is a close representation. Further, the financial sector is able to reflect the importance of information and how individuals react to and justify good and bad results from decision-making. In all our despise of the financial sector is nothing more than the loathe of inherent flaws in our society as a whole.
ContributorsHappe, John Nicholas (Author) / Kashiwagi, Dean (Thesis director) / Sullivan, Kenneth (Committee member) / Barlish, Kristen (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Psychology (Contributor)
Created2013-05
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The purpose of this thesis is to examine the relationship between mental illness and capitalist consumer society. Many Americans are suffering from mental illness and there has to be something causing it besides a chemical imbalance in the brain. A capitalist society creates a set of expectations that conflict with

The purpose of this thesis is to examine the relationship between mental illness and capitalist consumer society. Many Americans are suffering from mental illness and there has to be something causing it besides a chemical imbalance in the brain. A capitalist society creates a set of expectations that conflict with human desires. The thesis takes a historical, economical, and psychological approach to answering the following question: Does a capitalist society make its citizens mentally sick? A brief history of capitalism over the past century is discussed, as well as a more in depth look at capitalism and the creation of neoliberalism during the 1980s. The psychological effects capitalism has on human beings is discussed for the majority of the thesis and focuses on ideas from the 1950s as well as the early 2000s. To show the effect capitalism has on modern day society, an analysis of a psychopharmaceutical drug commercial is given. The concluding thoughts attempt to offer solutions to the problems of human unhappiness in a consumer culture.
ContributorsSerki, Aisling Erin (Author) / Gruber, Diane (Thesis director) / Ramsey, Ramsey Eric (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2014-05
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This correlational study investigated how adolescent's artistic style changed depending on their level of interest in art. The participants were 28 students from the 7th and 8th grade of Zuni Hills Elementary School. A survey was administered which measured, in regards to their artwork, the categories of interest, experimentation in

This correlational study investigated how adolescent's artistic style changed depending on their level of interest in art. The participants were 28 students from the 7th and 8th grade of Zuni Hills Elementary School. A survey was administered which measured, in regards to their artwork, the categories of interest, experimentation in subject, experimentation in material, abstract style, literal style, imagination, identity, emotion and storytelling. It was predicted that interest would have a significant positive relationship with abstract style and experimentation with subject. It was also predicted that interest would have a significant negative relationship with literal style and experimentation with material. Scores for all categories were compared and significant positive relations were found in regards to emotion, identity and storytelling. There was also a significant positive realtionship between interest and imagination as well as interest and emotion. These findings add to research about motivation in adolescent art through the means of expression of the self.
ContributorsAbeyta, Jennifer Lee (Author) / Miller, Paul (Thesis director) / Lewis, Stephen K. (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2014-05