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Music can be an incredibly powerful tool, and in an age where technology allows us to connect with those that don’t live near us, finding ways to use music to encourage that bonding can be incredibly beneficial. Particularly, in a global pandemic such as COVID-19, finding ways to connect with

Music can be an incredibly powerful tool, and in an age where technology allows us to connect with those that don’t live near us, finding ways to use music to encourage that bonding can be incredibly beneficial. Particularly, in a global pandemic such as COVID-19, finding ways to connect with others remotely is more important than ever. In this study, I will be looking at how one artist in particular, Tessa Violet, manages to continue to not only grow her community, but also encourage her community to bond with each other. She achieves this by finding various ways, unique to her and her branding, that allows her community to connect with each other. By using her platform to give scavenger hunts to her fanbase, promoting and fostering community growth through various platforms, and livestreaming in ways unique to her style, she is able to connect her audience with each other. By engaging and observing these various actions on her part, I am able to see and experience this community bonding myself. I also look at ways this might be able to expanded to other artists and their communities as well. The hope is that the internet and social media can be just another form of music encouraging people to connect with one another.

ContributorsPartin, Eli (Author) / Ingram-Waters, Mary (Thesis director) / Ring, Dan (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded

"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded the alarm regarding social media’s unavoidable global impact. He is only one of social media’s countless critics. The more disturbing issue resides in the empirical evidence supporting such notions. At least 95% of adolescents own a smartphone and spend an average time of two to four hours a day on social media. Moreover, 91% of 16-24-year-olds use social media, yet youth rate Instagram, Facebook, and Twitter as the worst social media platforms. However, the social, clinical, and neurodevelopment ramifications of using social media regularly are only beginning to emerge in research. Early research findings show that social media platforms trigger anxiety, depression, low self-esteem, and other negative mental health effects. These negative mental health symptoms are commonly reported by individuals from of 18-25-years old, a unique period of human development known as emerging adulthood. Although emerging adulthood is characterized by identity exploration, unbounded optimism, and freedom from most responsibilities, it also serves as a high-risk period for the onset of most psychological disorders. Despite social media’s adverse impacts, it retains its utility as it facilitates identity exploration and virtual socialization for emerging adults. Investigating the “user-centered” design and neuroscience underlying social media platforms can help reveal, and potentially mitigate, the onset of negative mental health consequences among emerging adults. Effectively deconstructing the Facebook, Twitter, and Instagram (i.e., hereafter referred to as “The Big Three”) will require an extensive analysis into common features across platforms. A few examples of these design features include: like and reaction counters, perpetual news feeds, and omnipresent banners and notifications surrounding the user’s viewport. Such social media features are inherently designed to stimulate specific neurotransmitters and hormones such as dopamine, serotonin, and cortisol. Identifying such predacious social media features that unknowingly manipulate and highjack emerging adults’ brain chemistry will serve as a first step in mitigating the negative mental health effects of today’s social media platforms. A second concrete step will involve altering or eliminating said features by creating a social media platform that supports and even enhances mental well-being.

ContributorsGupta, Anay (Author) / Flores, Valerie (Thesis director) / Carrasquilla, Christina (Committee member) / Barnett, Jessica (Committee member) / The Sidney Poitier New American Film School (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Sites of in-person fan/celebrity meetings can serve as a place for fans to share intimate details about themselves to celebrities. Through built-up confidence and knowledge of the subject matter, fans may be compelled to share personal anecdotes with the celebrity during these meetings. Fan studies scholars use the term “parasociality”

Sites of in-person fan/celebrity meetings can serve as a place for fans to share intimate details about themselves to celebrities. Through built-up confidence and knowledge of the subject matter, fans may be compelled to share personal anecdotes with the celebrity during these meetings. Fan studies scholars use the term “parasociality” to describe one-sided relationships between fans and celebrities. My research aims to show how in-person events cultivate intimacy between fans and celebrities, even while simultaneously reinforcing parasocial relationships. It is often used when referring to the relationships as being one-sided, even though the fan also gains something from the interaction.
ContributorsGalek, Veronica Lucya (Author) / Ingram-Waters, Mary (Thesis director) / Hsu, Emily (Committee member) / Schultz, Miranda (Committee member) / Walter Cronkite School of Journalism & Mass Comm (Contributor, Contributor) / School of Social Transformation (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need.

The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need. One example of this is the requirements for Lower and Upper Division credit. This website displays the upper and lower division credit needed for a student to graduate from the honors college via a noninteractive flowchart. Many high school seniors find it difficult to understand the mundane flowchart outlining the required honors credit that is required for graduating from Barrett at Arizona State University. Also, it is confusing for many transfer students with unique circumstances to determine the necessary requirements for them to graduate as a Barrett student.
These difficult flowcharts and confusing websites have a huge impact on a student’s ability to adequately receive the information they need and, in the end, can have a negative impact on their ultimate decision when deciding if Barrett is right for them. A better user experience can be a more effective way of displaying information to students. A better design that allows to user more interaction would allow for the user to better understand the information they are presented. Instead of a monotone flowchart displaying the requirements necessary to graduate with honors status, A web application where a user can input their information and get an output of the necessary requirements tailored to the unique circumstance would be more informative, useful, and easier to use. The web app would take information such as a student’s year, whether it be an incoming freshman or transfer student, and their current and previous course credit to determine the specific number of honors credits, The Human Event courses, and Thesis project required for this user to complete the requirements for Barrett Honors College. This application would give the user a better understanding of what is required of them and in turn lead to a better user experience.
ContributorsGandhe, Nikhil (Author) / Menees, Jodi (Thesis director) / Barnett, Jessica (Committee member) / Davis, Jonathan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing u

This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing up affects the way that these individuals experience contemporary adolescence. Generation X is said to be the last group of people to experience life before the spread of the personal computer and internet access. Newer generations, such as Generation Z, have grown up having constant and easy access to the internet, all of the information it encompasses, and its additional functions. This access has shaped much of the generation as individuals as well as society as a whole. It can be argued that the human experience has been fundamentally different for those born after the creation of the internet and the rapid increase in accessible technology that followed. Through an interview with a participant from Generation X, I will showcase the transformative role that the internet and technology has played in major life events for a digitally native individual compared to that of individuals from older generations. As a member of Generation Z, I will compare my personal narrative regarding ten different life events occurring between the ages of five to 25 that I feel are common and impactful to the narrative a of non-digitally native individual. I expect to see that the internet and the creation of cyber culture that we see through social media has enhanced many of the defining events for younger generations growing up in some positive ways as well as some negative ways. Thus, growing up only knowing the internet and its purposes has altered the way that our experiences play out as we age, for good and for bad.
ContributorsTomchak, Marissa Janine (Author) / Ingram-Waters, Mary (Thesis director) / Brian, Jennifer (Committee member) / Department of Psychology (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The purpose of this research is to create a model that will benefit this industry and the many changes to come. As of now, there are limited FTC guidelines which limit the protection of content creators, agencies, and brands. That is when I came up with the idea to develo

The purpose of this research is to create a model that will benefit this industry and the many changes to come. As of now, there are limited FTC guidelines which limit the protection of content creators, agencies, and brands. That is when I came up with the idea to develop a model to further improve efficiency of the influencer marketing industry, and to help the entrepreneurs who are leading it. This model provides the framework for a strong start in the influencer marketing industry. Through informational interviews, literary research, field studies, and surveys, the model was developed through the data analysis of each of these tools, based on common themes found within each. This research was conducted from a variety of perspectives, including consumers, brands, agencies, and content creators.

ContributorsFurnas, Madison (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / Svirskis, Anthony (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05
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Description

The purpose of this research is to create a model that will benefit this industry and the many changes to come. As of now, there are limited FTC guidelines which limit the protection of content creators, agencies, and brands. That is when I came up with the idea to develo

The purpose of this research is to create a model that will benefit this industry and the many changes to come. As of now, there are limited FTC guidelines which limit the protection of content creators, agencies, and brands. That is when I came up with the idea to develop a model to further improve efficiency of the influencer marketing industry, and to help the entrepreneurs who are leading it. This model provides the framework for a strong start in the influencer marketing industry. Through informational interviews, literary research, field studies, and surveys, the model was developed through the data analysis of each of these tools, based on common themes found within each. This research was conducted from a variety of perspectives, including consumers, brands, agencies, and content creators.

ContributorsFurnas, Madison (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / Svirskis, Anthony (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05
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Description

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and communication intimacy and negatives of safety and monetary concerns.

ContributorsMunson, Olivia (Author) / Ingram-Waters, Mary (Thesis director) / Dombrowski, Rosemarie (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor)
Created2022-05
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Description

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and

A study and fanzine of fandom culture, as it pertains to Korean pop (also known as K-pop music), focusing primarily on fan interactions between idols (celebrities) and fans via online messaging platforms (such as Universe and Bubble) and how it shapes parasocial relationships, which lead to positives of connection and communication intimacy and negatives of safety and monetary concerns.

ContributorsMunson, Olivia (Author) / Ingram-Waters, Mary (Thesis director) / Dombrowski, Rosemarie (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor)
Created2022-05