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Claiming Impossible Bodies is a collection of poetry and collage exploring gender and sexuality through the lens of the vampire. For this project, I researched various representations of the vampires through folklore, classical and modern literature, film, and pop culture. The liminality of the vampire allows such figures to take

Claiming Impossible Bodies is a collection of poetry and collage exploring gender and sexuality through the lens of the vampire. For this project, I researched various representations of the vampires through folklore, classical and modern literature, film, and pop culture. The liminality of the vampire allows such figures to take different forms and identities, ranging from dark and grotesque creatures, such as the succubus or incubus from mythology, to modern sex-icons, like Edward Cullen from the Twilight Saga. Considering this wide range of performances by vampiric figures throughout history, the poems in this manuscript seek to deconstruct the binaries that vampires live between and expose the liminality in social norms that attempt to define our identities and shape our performances.

ContributorsWitter, Genevieve Michelle (Author) / Ball, Sally (Thesis director) / Meinen, Avery (Committee member) / Department of English (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

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.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

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

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.

ContributorsCole, Tyler Phillip (Co-author) / Ouellette, Abigail (Co-author) / Dong, Edmund E. (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Software Engineering (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This collection entitled “Poems on Home, Family, and the Self” is about the author’s role as a daughter to immigrant parents, who is finding her drive, and understanding where she comes from and how she will use that to find her purpose. The poems in this collection touch upon the

This collection entitled “Poems on Home, Family, and the Self” is about the author’s role as a daughter to immigrant parents, who is finding her drive, and understanding where she comes from and how she will use that to find her purpose. The poems in this collection touch upon the author’s upbringing in Northern California, her transitioning relationship with her parents and her brother, as well as her experiences relative to her growth in Arizona. These pieces are greatly inspired by author Arundhati Roy and poet Li-Young Li. Specifically, the author is influenced by Li-Young Li’s approach to poetry – his commentary and storytelling of his life and his parents are objective, observatory, and allow the readers to make opinions for themselves. In this collection, the author aims to make statements about her family and upbringing and show the readers her new understanding of life and her ambitions.

ContributorsMecwan, Aarya Cyril (Author) / Solmaz, Sharif (Thesis director) / Natalie, Diaz (Committee member) / Department of English (Contributor) / Harrington Bioengineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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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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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Theory has often been historically characterized as lacking pragmatisms and action necessary for social change. Thus, as this challenge between pragmatists and theorists continues to exist, this project attempts to disclose a manner in which we may alter this conflict by reinterpreting theory, poetry, and philosophy as active political moments

Theory has often been historically characterized as lacking pragmatisms and action necessary for social change. Thus, as this challenge between pragmatists and theorists continues to exist, this project attempts to disclose a manner in which we may alter this conflict by reinterpreting theory, poetry, and philosophy as active political moments of resistance that fundamentally change our ethical relationship with language and consequently to others. This thesis recognizes that dire political situations of social injustice require a more materialistic and sociological analysis in order to achieve structural reform for marginalized groups. However, this work attempts to show how an ethical relationship with theory, poetry, and philosophy is requisite to cultural and material change, as these meditative ways of thinking hold a stake in the overall discussion of social progress as well.
ContributorsDel Rincon, Yessica (Contributor) / Ramsey, Ramsey Eric (Thesis director) / Kirsch, Sharon (Committee member) / Luna, Ilana (Committee member) / Barrett, The Honors College (Contributor)
Created2014-12
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While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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The title means nothing because the stories have little in common, aside from the fact that I wrote them. The common theme of anxiety was unintentional, though it is prevalent in the stories, poetry and my life. Each story is written from a different style, with a different interest in

The title means nothing because the stories have little in common, aside from the fact that I wrote them. The common theme of anxiety was unintentional, though it is prevalent in the stories, poetry and my life. Each story is written from a different style, with a different interest in mind. The poetry that breaks up the stories is mine, and also free of common bonds. People whom I love inspired some of them; others stem from people with whom I was (or still am) angry. Some of them are just me trying to write poetry like other successful poets, who seem to know something I don't. I wrote this set of stories and poems because I wanted to see if I could do it. I wanted to challenge myself in a new medium (two new mediums really, if you separate literature and poetry). I wanted to prove to myself that I could do it, if I really set my mind to it. I wanted to have some wealth of words, which I could record myself reading. Overall, I hope that you enjoy these stories and words. I wrote them to entertain myself, and they seem to do that pretty well. If you don't like them, stop reading. If you do like them, keep reading and tell everyone you know about this collection. I'm proud of my work here, so anything beyond that is icing on my cake.
ContributorsRagatz, Zachariah Edward (Author) / Scott, Jason Davids (Thesis director) / Espinosa, Micha (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2015-05