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This podcast explores the life of Cendraini, growing up in the developing country of Indonesia as well as her eventual immigration to America. It delves into prominent topics and history of Indonesia in regards to Cen's life. The podcast focuses on family, and how no matter the challenges that life

This podcast explores the life of Cendraini, growing up in the developing country of Indonesia as well as her eventual immigration to America. It delves into prominent topics and history of Indonesia in regards to Cen's life. The podcast focuses on family, and how no matter the challenges that life may bring, family will be there for you.

ContributorsGoldstein, Rachel (Author) / Schmidt, Peter (Thesis director) / Levin, Irina (Committee member) / School of International Letters and Cultures (Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsOuellette, Abigail Frances (Co-author) / Dong, Edmund (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
Anorexia Nervosa is an increasing problem in today's day and age. With the overbearing messages of what the media portrays to be beautiful, some people are responding by engaging in unhealthy eating habits. By taking embodied cognition into consideration, there may be a method to help treat people with Anorexia

Anorexia Nervosa is an increasing problem in today's day and age. With the overbearing messages of what the media portrays to be beautiful, some people are responding by engaging in unhealthy eating habits. By taking embodied cognition into consideration, there may be a method to help treat people with Anorexia Nervosa that has not been attempted yet. According to embodied cognition, the body influences the way a person thinks (Glenberg, 2010). If people with Anorexia Nervosa are thinking in unhealthy ways in terms of their body, providing relief from these unhealthy forms of thinking may come in the form of using a surrogate body: a virtual avatar in a video game. Through explanation and integration of the Embodied Social Presence Theory, the use of a virtual avatar as a surrogate body for victims of Anorexia Nervosa becomes a probable and viable method of ushering treatment. The avatars are not an explicit treatment of Anorexia Nervosa, but rather a way to allow actual treatment and therapy to be more successful.
ContributorsBrazones, Katelyn Suzette (Author) / Facinelli, Diane (Thesis director) / Glenberg, Arthur (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Children with cancer can experience decreased emotional health along with deteriorating
physical health compared to children without cancer. Many studies have been done to examine the effects of emotional distress and mental health on the cancer patient, as well as the role of familial support. It was found that children with

Children with cancer can experience decreased emotional health along with deteriorating
physical health compared to children without cancer. Many studies have been done to examine the effects of emotional distress and mental health on the cancer patient, as well as the role of familial support. It was found that children with cancer may suffer from depression, anxiety, PTSD, and socio-emotional problems as a result of the trauma of being diagnosed and treated for a pervasive, life-threatening disease. Late effects may also worsen co-morbid mental health disorders. Childhood cancer patients who experience co-morbid mental health problems of depression and anxiety end up having a longer duration of recovery, as well as a worsened outcome than others with a single disorder (Massie, 2004). It was also shown that family members are affected emotionally and mentally from dealing with childhood cancer. Not only is the cancer patient at risk for PTSD during or after treatment, but also family members (National Cancer Institute, 2015). Siblings of the child with cancer may experience feelings of loneliness, fear, and anxiety, as the parent’s attention is focused on the child suffering with cancer. According to the National Cancer Institute (2015), familial problems can affect the child’s ability to adjust to the diagnosis and treatment in a positive way. However, children with strong familial and social support adjust easier to living with cancer. A common theme found in literature is that regular mental health checkups during and after cancer treatment is important for quality of life. Therefore, it is important for all childhood cancer patients and their families to receive information about mental health awareness, as well as therapeutic interventions that are developed for families caring for a child with cancer.
ContributorsBuchanan, Chantel Tatiana (Author) / Seeley, Bridget (Thesis director) / Bradley, Robert (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis,

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.
ContributorsSmith, Brenden (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / School of Life Sciences (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of focus in accordance with available literature: the fans and their characteristics, the design of the game itself, and the relationship between fans and the game's developer. This investigation was conducted by first examining existing literature surrounding eSports fans, then collecting public domain data such as Reddit posts, forum posts, and YouTube videos, and last by studying interviews with developers and players. With this thesis, I apply a fan studies approach to eSports by creating a series of indicators based in each of the three focus areas which can be utilized as a systematic method of evaluating an eSport's popularity and growth.
ContributorsHilliker, Noah Henry (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / Anderson, Sky (Committee member) / School of Molecular Sciences (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.
ContributorsWalker, Natalie Simone (Author) / Roscoe, Rod (Thesis director) / Meier, Matt (Committee member) / Department of Psychology (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

The transition from high school to college (TTC) is a critical period of change, the effects of which may be exacerbated for Latino students, who often face additional minority-specific stressors, such as ethnic/racial discrimination (ERD). Research has documented links between ERD and sleep outcomes in adolescents, but less is known

The transition from high school to college (TTC) is a critical period of change, the effects of which may be exacerbated for Latino students, who often face additional minority-specific stressors, such as ethnic/racial discrimination (ERD). Research has documented links between ERD and sleep outcomes in adolescents, but less is known regarding the longitudinal impacts of ERD experiences during unique risk periods (e.g., TTC). Further, despite the central role of family in Latino adolescents’ lives, less research has explored the protective role of family factors (e.g., familism, family support) in links between ERD and Latino students’ sleep health. Thus, this study examined: 1) longitudinal associations between peer- and adult-perpetrated ERD in high school and actigraphy-measured (e.g., duration, efficiency, midpoint) and subjective sleep (e.g., problems) during the first year of college among Latino adolescents, accounting for college ERD experiences, and 2) familism and family support as potential moderators of these associations. Participants were 209 Hispanic/Latino adolescents (Mage=18.10; 64.4% female; 84.7% Mexican descent; 67.9% first-generation students) assessed at two time points (i.e., last semester of high school and second semester of college). There were no longitudinal associations between high school ERD and college sleep. However, there were concurrent associations between ERD and sleep in college. Specifically, greater college peer- and adult-perpetrated ERD were associated with less duration and lower efficiency at the same time point. Further, more college adult-based ERD was additionally linked with greater sleep problems. There were no significant moderation findings; however, the interaction between high school adult-based ERD and family support predicting college sleep problems suggested that adolescents reporting low levels of adult ERD in conjunction with higher levels of family support had the fewest sleep problems. Study findings provide additional evidence that ERD from both adults and peers is associated with reduced sleep duration and quality among Latino college students and suggest that current cultural stressors may be particularly influential on sleep during major socio-contextual shifts. These findings can inform future programs (e.g., sleep interventions) that provide support for students experiencing race-based stressors, such as ERD, to promote Latino student health and well-being.

ContributorsLi, Crystal (Author) / Doane, Leah (Thesis director) / Su, Jinni (Committee member) / Ha, Thao (Committee member) / Sasser, Jeri (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor)
Created2022-12
Description

In the present study, I will focus on several aspects of parenting (monitoring, structure, positive parenting, harsh discipline) and the relations with social competence. The larger study, on which this paper is based, was intended to study multiple types of parenting behaviors and social competencies, and development of measures was

In the present study, I will focus on several aspects of parenting (monitoring, structure, positive parenting, harsh discipline) and the relations with social competence. The larger study, on which this paper is based, was intended to study multiple types of parenting behaviors and social competencies, and development of measures was culturally and developmentally informed (including focus groups and pilot collection). However, utilizing each dimension that emerged from analyses of the parenting behaviors and social competence measures would result in a study with too large a scope. I will include each aspect of parenting that emerged in analyses. However, I will focus on just one of the two factors of social competence that emerged in analyses for adolescents. This first factor includes prosocial behavior (helping and sharing; Eisenberg et al., 2006) and also is composed of general social competence items capturing adolescents’ use of manners and politeness. For the purposes of this paper, I will refer to this first factor as “social competence,” and I will draw on the general social competence literature and prosocial behavior literature.

ContributorsMahajan, Ananyaa (Author) / Eggum, Natalie (Thesis director) / Spinrad, Tracy (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor)
Created2023-05