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DescriptionKidSmith is an application to teach children about gendered marketing. The app has two components, a game and a database of activities featuring neutral found objects from the home or in nature.
ContributorsPeate, Lyric Laurel (Author) / Sanft, Al (Thesis director) / Heywood, William (Committee member) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2014-05
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Revenge porn is the accepted term used to describe the distribution of explicit photos online with the intent to incite embarrassment or shame. Perpetrators are typically ex-lovers seeking revenge on a former partner. This harassment has become widespread alongside increased access to online networks and "sexting" culture. Early studies indicate

Revenge porn is the accepted term used to describe the distribution of explicit photos online with the intent to incite embarrassment or shame. Perpetrators are typically ex-lovers seeking revenge on a former partner. This harassment has become widespread alongside increased access to online networks and "sexting" culture. Early studies indicate revenge porn reflects a larger cultural attitude of "slut shaming", the tendency to shame women for behaving in a sexual manner outside the boundaries of traditional female sexuality. Focus groups were organized to discuss views regarding revenge porn, Internet privacy, and legislature.
Created2015-05
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In this study, the Bark transform and Lobanov method were used to normalize vowel formants in speech produced by persons with dysarthria. The computer classification accuracy of these normalized data were then compared to the results of human perceptual classification accuracy of the actual vowels. These results were then analyzed

In this study, the Bark transform and Lobanov method were used to normalize vowel formants in speech produced by persons with dysarthria. The computer classification accuracy of these normalized data were then compared to the results of human perceptual classification accuracy of the actual vowels. These results were then analyzed to determine if these techniques correlated with the human data.
ContributorsJones, Hanna Vanessa (Author) / Liss, Julie (Thesis director) / Dorman, Michael (Committee member) / Borrie, Stephanie (Committee member) / Barrett, The Honors College (Contributor) / Department of Speech and Hearing Science (Contributor) / Department of English (Contributor) / Speech and Hearing Science (Contributor)
Created2013-05
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Description
Anti-gay bias is a prevalent aspect of traditional male gender norms that has negatively impacted the lesbian, gay, bisexual, and transgender (LGBT) community, both in terms of mental and physical health. This study examined how anti-gay bias varies as a function of gender, education level, and field of study. We

Anti-gay bias is a prevalent aspect of traditional male gender norms that has negatively impacted the lesbian, gay, bisexual, and transgender (LGBT) community, both in terms of mental and physical health. This study examined how anti-gay bias varies as a function of gender, education level, and field of study. We hypothesized that men will have more bias than women, that seniors in college will be less biased than freshmen in college, and that male students in sub disciplines of engineering that have relatively more women (e.g., biomedical engineering), will be less biased than those in more homogeneous, male-dominated fields (e.g., mechanical engineering). Past research has identified the implications of gender and education level in anti-gay bias; the current study looked to further such research and to investigate possible implications of the impact of settings that have a gender imbalance. A total of 303 undergraduate students from Arizona State University completed an online survey that measured attitudes toward lesbian, gay, bisexual, and transgender individuals and communities. Neither education level nor academic field of study were found to have influenced degree of bias. Limitations and implications of the study are discussed.
ContributorsHarrington, Charlotte Jean (Author) / Saenz, Delia (Thesis director) / Glenberg, Arthur (Committee member) / Department of English (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be

Playable female characters in video games have become increasingly more acceptable in the mind of the average gamer. Video games like the Mass Effect series allow gamers to choose to play as either male or female. Despite the industry's data showing that the male character is more likely to be played, vocal fans of the game will often argue that the female character is more desirable depending on the experience that the player is wanting. It is this inconsistency between the gaming industry's data on gender choice and the fans that go against this data that leads to the present research. This research explores why men play female characters in video games. Previous literature found that avatar choices matter to gamers, both for how they are viewed and how they experience the game. This literature suggests that gamers make character decisions based on the desired gaming experience. Data for the current study consists of comments from five Reddit posts and from supplementary surveys completed by volunteers from Reddit. Four main categories that encompassed the numerous results are identified: in-game advantages, player-character interactions, exploration of new experiences and/or identities, and novelty. Each category also features a number of subcategories that were identified first and then combined to make the final four categories. The results found supported previous literature as well as expanded the literature to offer more insight behind why male gamers choose to play as female characters. This choice is ultimately reliant upon varied factors on which they base their choices for the desired gaming experience.
ContributorsBunch, Sarah Elizabeth (Author) / Mack, Robert (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Fairy tale retellings have permeated literature, film, and media ever since the original stories emerged. New adaptations are constantly being released, and therefore new research must constantly be published. In this study, I analyze "Aschenputtel" by the Brothers Grimm, as well as various retellings of "Cinderella," including Andy Tennant's Ever

Fairy tale retellings have permeated literature, film, and media ever since the original stories emerged. New adaptations are constantly being released, and therefore new research must constantly be published. In this study, I analyze "Aschenputtel" by the Brothers Grimm, as well as various retellings of "Cinderella," including Andy Tennant's Ever After (1998), Mark Rosman's A Cinderella Story (2004), and Marissa Meyer's Cinder (2012). This selection includes a live-action historical film, a live-action contemporary film, and a science fiction novel, all with an intended audience of young adults. While the Brothers Grimm story and Ever After have already been analyzed in the context of gender representation (Zipes, Bottigheimer, Williams), prior academic research fails to adequately address the gender issues in A Cinderella Story and Cinder. Because Ever After, A Cinderella Story, and Cinder are more contemporary than the Grimms' "Aschenputtel," they are often thought to be more progressive (Gruner, Vera, Travers). However, I propose that they still have problematic implications, despite their publication in contemporary society. Jack Zipes, an acclaimed fairy tale scholar, argues that, "For the most part, the transformations [of contemporary Cinderella retellings] tend to be modern remakes with a faux feminist touch" ("The Triumph" 361). Similar to Zipes, I argue that, although the texts initially appear progressive and "feminist," they ultimately support problematic ideals related to gender. All three contemporary texts seem to ally themselves with an ethos of female empowerment through their protagonists' rejection of traditional femininity, but the inclusion of gender policing and the characters' eventual acceptance of hyperfemininity undermine this characterization, as does the ultimate heteronormative "happily ever after." Additionally, the use of competition (between Cinderella and her stepfamily, as well as new female characters) pits women against each other, often because of a man, which generally prevents the development of female camaraderie, other than with the fairy godmother. Further, rather than allying herself with female power (i.e. the mother), the protagonists in both Ever After and A Cinderella Story are defined by their relationship with the father, which minimizes their agency as it suggests a transfer of ownership from the father to the husband/prince. This framing of the protagonist by the father and prince (specifically as she works to "perfect" the prince) seems to relegate the female characters to a supplementary role, simply acting as a tool for the male characters' development.
ContributorsBrown, Nichol R. (Author) / Barca, Lisa (Thesis director) / Alcantara, Christiane Fontinha de (Committee member) / School of International Letters and Cultures (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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The main purpose of this thesis was to further explore factors that render particular children more susceptible to bullying and peer victimization. Race, age, and the activities that the children participated in were considered potential predictors of bullying and victimization. Self- and peer-reported data were gathered on 437 first and

The main purpose of this thesis was to further explore factors that render particular children more susceptible to bullying and peer victimization. Race, age, and the activities that the children participated in were considered potential predictors of bullying and victimization. Self- and peer-reported data were gathered on 437 first and third grade children (234 boys and 203 girls, M age = 7 years, 6 months), including the frequency of peer victimization and the extent of their engagement in gender-typed activities. Activities were identified as either masculine (e.g., watching sports on television, playing with tools) or feminine (e.g., playing house, cheerleading) according to which sex was mostly likely to engage in them. Mixed support was obtained for the hypothesis that boys are at greater risk for being targets of peer aggression. Specifically, while peer-reports of victimization supported this hypothesis, self-reports revealed no sex differences. Support was obtained for the hypotheses that engaging in cross gender-typed activities would be a stronger risk factor for peer victimization for boys than for girls.
ContributorsAboud, Lauren Ashley (Author) / Ladd, Becky (Thesis director) / Eggum, Natalie (Committee member) / Ladd, Gary (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor)
Created2013-05
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Scholarly work, industry profile analyses, and sports entertainment, similarly posit the normative fantasy football fan as an uber fan, defined largely by the vast amount of time spent per week consuming sports media content. The average fantasy football participant is also defined as a white, middle-class, married man in his

Scholarly work, industry profile analyses, and sports entertainment, similarly posit the normative fantasy football fan as an uber fan, defined largely by the vast amount of time spent per week consuming sports media content. The average fantasy football participant is also defined as a white, middle-class, married man in his late 20s (FTSA.org). However, by drawing on qualitative interview data of 48 fantasy football participants, we argue that this typical profile of a fantasy football participant as an uber fan is limiting in a masculinist way precisely because it reifies a gendered category of fan as normal, making anything outside of that category deviant. Close analysis of the experiences of thirteen of the 48 fantasy football players, all of whom identify as women, indicate an alternative, cohesive fantasy football participant profile that is centered on being competitive while also being efficient with one's time and resources. Additionally, we find that these women fantasy fans actively reject the notion of the uber fan as the only way to be a normal fantasy football fan because they want to play and win on their own terms.
ContributorsItmam, Arif (Author) / Ingram-Waters, Mary (Thesis director) / Southergill, Keith (Committee member) / Lashley, Mark (Committee member) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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My thesis, titled Female Agency in the Canterbury Tales and Telling Tales, compares Geoffrey Chaucer’s fourteenth century work and Patience Agbabi’s modern adaptation in regards to their portrayal of female agency. While each work contained a whole selection of tales, I focus on four tales, which were The Miller’s

My thesis, titled Female Agency in the Canterbury Tales and Telling Tales, compares Geoffrey Chaucer’s fourteenth century work and Patience Agbabi’s modern adaptation in regards to their portrayal of female agency. While each work contained a whole selection of tales, I focus on four tales, which were The Miller’s Tale, The Clerk’s Tale, The Physician’s Tale, and The Wife of Bath’s Tale. I also include relevant historical information to support and assist in the analysis of the literary texts, and secondary sources were also used supplementarily to enhance the analysis. I argue that female agency is irrationally believed to be dangerous, and the consequent attempts at protection manifest as limitations, which are themselves damaging. The paper is divided into two main sections, which are themselves separated into three smaller categories. The first of the two main sections concerns what actions and options are available to women influenced by a distinction of gender; this section is divided into female gender ideals, marriage, and occupation. The second of the two main sections addresses the entities or individuals enacting the limitations upon female agency, and its three subsections are society, men, and women. I ultimately conclude that not only is it irrational to believe that female agency is dangerous, but also that making gender-based judgment on the capacity of a group of people or an individual is inherently flawed.

ContributorsStemmons, Zaydee (Author) / Newhauser, Richard G (Thesis director) / Maring, Heather (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / Department of English (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage in the analysis of both Overwatch (2016) and Detroit Become Human (2018) to observe the ways these two video games, which so outwardly market their diversity, have failed marginalized groups. Accompanying the research paper is a video game poster representing a woman of color designed by the author which is meant to learn from the mistakes of its predecessors.

ContributorsBateman, Phoebe Jasmine (Author) / Dove-Viebahn, Aviva (Thesis director) / Holmes, Jeffrey (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05