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Research has found there is a lack of women present in the IS industry. In order to combat this problem, this research examines why women are not choosing IS majors at the university level. At Arizona State University, the Computer Information Systems undergraduate degree program is only 23 percent female.

Research has found there is a lack of women present in the IS industry. In order to combat this problem, this research examines why women are not choosing IS majors at the university level. At Arizona State University, the Computer Information Systems undergraduate degree program is only 23 percent female. Many different factors can influence the decision to choose a major, so survey methodology was used to ascertain what factors were the most important to different demographic groups when making this decision. The study found no significant gender difference when making this decision, but rather a difference between specific majors. Genuine interest, interesting work and high career earnings were identified as the most influential reasons for choosing a college major. The results were used to create recommendations for the IS Department at ASU to implement in the next year and encourage more female participation in the CIS undergraduate degree program.
ContributorsJorgenson, Erica Marie (Author) / Santanam, Raghu (Thesis director) / Moser, Kathleen (Committee member) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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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Necessary Objects is a solo painting exhibition examining feminine gender performance through the lens of beauty products and the commercial imagery through which they're sold. Many young girls form a feminine identity through the world of beauty products, their related media, and the rituals of makeup application. By using still

Necessary Objects is a solo painting exhibition examining feminine gender performance through the lens of beauty products and the commercial imagery through which they're sold. Many young girls form a feminine identity through the world of beauty products, their related media, and the rituals of makeup application. By using still life and pop-inspired imagery, Necessary Objects reveals how the seemingly innocuous act of "putting on one's face" can result in a complicated, sometimes neurotic, relationship to one's own appearance.
ContributorsKoth, Megan Kathleen (Author) / Schoebel, Henry (Thesis director) / Obuck, John (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / School of Art (Contributor)
Created2014-05
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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
Globalization has necessitated cross-cultural communication among groups and individuals alike, often beginning with management. This project considers how the degree of Power Distance, one of Hofstede's cultural dimensions, may change over time as a result of exposure to different, and often opposing, cultural values. We conducted two surveys 12 weeks

Globalization has necessitated cross-cultural communication among groups and individuals alike, often beginning with management. This project considers how the degree of Power Distance, one of Hofstede's cultural dimensions, may change over time as a result of exposure to different, and often opposing, cultural values. We conducted two surveys 12 weeks apart collecting an initial sample of 317 and retaining a secondary sample of 142. We gathered data on demographics, education, on-campus involvement, cultural dimensions, and levels of comfort with different cultures. Through data analysis we found that as a result of exposure to different cultural values, cultural groups adjust their own views on Power Distance. Specifically, we found that the Anglo cultural group and the international cultural subgroup that had been living in the U.S. for less than 10 years trended towards each other on levels of Power Distance. We also found that international female students adjusted to new cultural surroundings faster than their male counterparts. These discoveries have led us to conclusions regarding the influence of awareness of other cultural values through international exposure, specifically that of Power Distance, as well as male versus female differences in cultural adjustment, and how differing views might trend towards each other with recurrent interaction.
ContributorsNiren, Alyssa (Co-author) / Davidson, Rachel (Co-author) / Lee, Peggy (Thesis director) / Zhang, Zhen (Committee member) / Department of Supply Chain Management (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / School of International Letters and Cultures (Contributor) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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This study aimed to extend beyond existing research on the male-grooming industry to examine the reality of marketing an everyday cosmetic product to men. This thesis contains a two-part original research study involving a qualitative, exploratory study (Study 1) clarifying college-aged men's attitudes toward male grooming products and makeup for

This study aimed to extend beyond existing research on the male-grooming industry to examine the reality of marketing an everyday cosmetic product to men. This thesis contains a two-part original research study involving a qualitative, exploratory study (Study 1) clarifying college-aged men's attitudes toward male grooming products and makeup for men; and a quantitative, experimental study (Study 2) created to test theories developed from Study 1. Study 1 discovered a pattern among male participants of citing functional/medicinal qualities of male-grooming products as their justification for purchase. Study 2 tested whether this could be applied to makeup by comparing the effects of two advertisements for male cosmetic products on the likelihood of purchase of the product advertised. The main implications of this research suggest that one way to integrate makeup for men into the mainstream market is to release products in free trials before releasing them for sale, since men in the study were somewhat likely to use a free sample of the product in the test advertisements, but unwilling to purchase it. Additionally, the presence of acne in the participants moderated the effects of the ads such that men without acne were more likely to try a cosmetic product when presented with the medicinal benefits of the product in addition to the appearance-enhancing benefits, rather than appearance-enhancing benefits alone. Overall, men with acne were more willing than men without acne to use the product, regardless of the advertising appeal.
ContributorsGibson, Jessica Lajoie (Author) / Eaton, Kathryn (Thesis director) / Lisjak, Monika (Committee member) / Department of Marketing (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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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This thesis examines the representation of female Korean pop stars in music videos, specifically looking into how these music videos serve as a medium for communicating gender ideals. I examine K-Pop's damaging presentations of women and the multilayered ways that such representations shape the “ideal” woman, societal expectations, societal treatment,

This thesis examines the representation of female Korean pop stars in music videos, specifically looking into how these music videos serve as a medium for communicating gender ideals. I examine K-Pop's damaging presentations of women and the multilayered ways that such representations shape the “ideal” woman, societal expectations, societal treatment, and its consequences. South Korea, as a country of total media saturation and high technological advancement, leaves individuals surrounded with various ways to “learn” gender and properly enact it in their daily life. This builds and reinforces gender constructs on systemic and personal levels. K-Pop is unique in its strict organizational structure and emphasis on conformity, and both of those aspects lend to an even more intense and streamlined depiction of what a South Korean woman is meant to be. The music video is an ideal cultural artifact to examine due to the overlapping audio and visual elements, including lyrics, choreography, makeup, and outfits.
ContributorsCorreia, Madison (Author) / Ingram-Waters, Mary (Thesis director) / Carrasco, Clare (Committee member) / Barrett, The Honors College (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2022-05
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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