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The theory of diffusion of responsibility has for years sparked social and psychological scientists' interest. Interest in why it occurs and in what contexts, have sparked a great deal of investigation over a broad range of assumptions. Various researchers support ideas behind gender differences, racial disparities, internal ideation of bystanders,

The theory of diffusion of responsibility has for years sparked social and psychological scientists' interest. Interest in why it occurs and in what contexts, have sparked a great deal of investigation over a broad range of assumptions. Various researchers support ideas behind gender differences, racial disparities, internal ideation of bystanders, and settings among which helping behavior is more or less likely to occur. Strong correlation between variables has shed light on this phenomenon, offering significant support behind it. The significance of this phenomenon is evident in that life and death could potentially be of consequence; therefore, one would believe that awareness about the theory of diffusion of responsibility is crucial to investigation.
ContributorsYbarra, Stephanie (Author) / Fey, Richard (Thesis director) / Bodman, Denise (Committee member) / Goldblatt, Lois (Committee member) / Barrett, The Honors College (Contributor)
Created2012-05
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Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates

Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates how Wile E. is an individual whose character holds various influences that provide dimensionality to his existence. The research within this report is both primary and secondary through observational recordings about the cartoons Wile E. appears in and through thorough analysis of texts elaborating on the elements comprising Wile E.'s character. Primary research from the initial observational recordings provides direction for the secondary research after viewing multiple cartoons and films containing Wile E. Coyote in his Warner Brothers Studios appearances and noting unique moments in his cinematic career. The notes from this viewing of Wile E. in his natural "habitat" drive the secondary research to focus on specific aspects of Wile E.'s character through the analysis of supporting texts which ultimately leads to the findings within this report. Research in the fields of literature, film/media studies, and rhetoric shape the analysis of Wile E.'s character as this report studies the various components compiled within the cartoon coyote. As a multifaceted individual, Wile E. illustrates a complexity within a stylized character that allows viewers to connect to his plights and to identify with his struggles. Through his emulative form, Wile E. embodies vital elements of character creation that allow him to become a memorable and prominent character that resonates in viewers and artists. From Wile E. Coyote's example, future generations of story tellers, regardless of their medium, can learn how to create similarly iconic and timeless characters within their works. Such stories can then contribute significant additions to popular narrative and characterization.
ContributorsGarza, Christopher Aaron (Author) / Baldini, Cajsa (Thesis director) / Mack, Robert (Committee member) / Sandler, Kevin (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Creating a strong brand enables companies to create a loyal customer base that leads to success and profitability. Companies can acquire this success through the right mix of marketing techniques and company strategies that consumers see as important. They may need to think outside of traditional marketing and focus on

Creating a strong brand enables companies to create a loyal customer base that leads to success and profitability. Companies can acquire this success through the right mix of marketing techniques and company strategies that consumers see as important. They may need to think outside of traditional marketing and focus on how they can create a unique experience that their customer will enjoy and only be able to receive from that specific company. The Starbucks Corporation has been able to create this experience that has created an astonishing customer base and loyalty to their brand. Through the initial research of various marketing and sociological perspectives, an experiment was created that could measure whether consumer loyalty was the driving force behind consumer purchases. In order to measure this, it is necessary to distinguish between a desire for the products and a loyalty to the brand.
ContributorsSinger, Fallon Alicia (Co-author) / Yu, Michelle (Co-author) / Machas, Melina (Co-author) / Eaton, John (Thesis director) / Fey, Richard (Committee member) / Barrett, The Honors College (Contributor) / School of Accountancy (Contributor)
Created2014-05
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Description
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
American society reflects a never-ending cycle of sociopolitical anxiety; as one source of anxiety disappears, another materializes. One of the most prominent and relevant examples of a sociopolitical anxiety currently plaguing the United States is our government, especially the president. Donald Trump, a successful businessman with no political background who

American society reflects a never-ending cycle of sociopolitical anxiety; as one source of anxiety disappears, another materializes. One of the most prominent and relevant examples of a sociopolitical anxiety currently plaguing the United States is our government, especially the president. Donald Trump, a successful businessman with no political background who is infamous for his crass, rude demeanor, is currently in charge of the United States. At the Women’s March in Washington on January 21, 2018, a protestor held up a sign reading “This episode of Black Mirror sucks” in response to President Trump’s election into office. Women, especially, have felt so threatened by Trump’s presence that they have made comparisons between the current political reality and the depressing dystopias illustrated in Netflix’s series Black Mirror. Such comparisons speak volumes about the current state of our country, suggesting that our future is likely to devolve into one similar to the exaggerated and decidedly dark futures portrayed in the series.
In order to evaluate this sentiment, this thesis will explore the representation of various modern social anxieties as presented in five different episodes of Black Mirror: “Fifteen Million Merits,” “White Bear,” “Nosedive,” “Men Against Fire,” and “Hang the DJ.” The essay begins with a brief introduction to the series and background information that explores the modern relationship between technology and some of the anxieties it raises. Following this contextualization, I will present a definitional section that outlines the various concepts that are relevant to dystopias and the ones depicted in Black Mirror specifically. The next segment discusses the more specific evolution of technology within dystopias. I will analyze nondiegetic and extratextual material related to the series, such as the Black Mirror theme music and the posters used to advertise the series. This section will also include some background information about the show, including its structure and the intentions of the creator as expressed in interviews. The main portion of the thesis will use the aforementioned episodes to demonstrate the various threats that technology presents to the individual, such as commodification, an illusion of agency, emotional and mental deterioration, and obtaining pleasure from violence. The paper also discusses the threats that technology poses to society including brainwashing, a lack of authenticity in social interactions, the presence of monotony, and dehumanization. Finally, a concluding section will explain how the series Black Mirror represents prominent modern social anxieties and conveys why contemporary users of technology should fear it.
ContributorsRamesh, Bhavna (Author) / Miller, April (Thesis director) / Mack, Robert (Committee member) / School of Sustainability (Contributor) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In the late 2000s and 2010s, digital art and the use of the internet as a new platform for art to be displayed became increasingly common. A new art scene began developing among South Asian diasporic artists, driven primarily by adolescents and young adult women who have never attended art

In the late 2000s and 2010s, digital art and the use of the internet as a new platform for art to be displayed became increasingly common. A new art scene began developing among South Asian diasporic artists, driven primarily by adolescents and young adult women who have never attended art school. Their primary medium is digital tools, their primary display platform is the internet, and they adhere to a DIY ("do-it-yourself") ethic rather than traditional art techniques and norms. As these internet artists have forgone the traditional gallery art scene in favor of more accessible internet platforms, these artists have not received attention from the mainstream art world. However, the popularity of these internet artists is undeniable as many of them have tens of thousands and hundreds of thousands of followers on their social media accounts. This new art scene has gained notice with the advent of social media platforms such as Tumblr and Instagram and websites focused on youth culture and counterculture, such as Vice, Buzzfeed, Dazed, and independent digital zine publications. The content of the work of these artists is often political, promoting feminist ideals, challenging South Asian and European beauty standards and limiting stereotypes of South Asian women, and creating groundbreaking new representations of South Asian women. Influences from both South Asian and Western pop culture and counterculture are prominent in their as well. This thesis explores the origins of this art scene and its roots in South Asian modernism and conventional South Asian diasporic artists.
ContributorsKhan, Nevine (Author) / Bhattacharjya, Nilanjana (Thesis director) / Mack, Robert (Committee member) / School of Life Sciences (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Self-regulation in the form of coping with emotions is something that most people have effectively adapted to by adulthood. This is an organically learned process that begins in early childhood through play, parenting, education, and peer interactions. This study examines whether six children aged 4-5 (M age= 4.72, SD= 0.372,

Self-regulation in the form of coping with emotions is something that most people have effectively adapted to by adulthood. This is an organically learned process that begins in early childhood through play, parenting, education, and peer interactions. This study examines whether six children aged 4-5 (M age= 4.72, SD= 0.372, 50% female, 100% Caucasian) are able to understand basic emotions and how to cope with them through one of two protocols. The conditions were either directive instruction or embodied cognition, and children were evaluated with a pre and post-test measure. Findings did not indicate any significant effect of the conditions on memorizing coping mechanisms, nor did it indicate that there was a significant improvement in emotion understanding following the sessions. These findings were limited by the sample size and participant interest.
ContributorsLittell, Naila Sabre (Co-author) / Frutiger, Kiana (Co-author) / Fey, Richard (Thesis director) / Kupfer, Anne (Committee member) / School of Life Sciences (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
My thesis examined differences in areas of relationship conflict among various living arrangements of couples. I analyzed 249 phone call interviews from 54 couples that resided in the greater Phoenix metropolitan area, had been in a relationship for at least six months, and were at least 21 years of age.

My thesis examined differences in areas of relationship conflict among various living arrangements of couples. I analyzed 249 phone call interviews from 54 couples that resided in the greater Phoenix metropolitan area, had been in a relationship for at least six months, and were at least 21 years of age. By using a qualitative analysis, I analyzed differences in frequently mentioned areas of conflict (i.e. power, social issues, personal flaws, distrust, intimacy, personal distance) between romantic couples in three common couple living arrangements (i.e. non-cohabiting, cohabiting, and married). Findings showed certain areas of conflict were prevalent among all living arrangements, namely power and personal flaws. There were some differences between each living arrangement group: The non-cohabiting group was the only one to report distrust as a top area of conflict, and the cohabiting group reported more frequent incidents of conflict involving personal flaws than the married group. The married group identified social issues as a more prevalent area of conflict than the other groups. Differences in prevalent areas of conflict were examined in relation to varying levels of personal, structural and moral commitment that occur throughout the identified living arrangements.
ContributorsOlson, Paige O Shea (Author) / Iida, Masumi (Thesis director) / Fey, Richard (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.
ContributorsBurrus, Ella Rene (Author) / Mack, Robert (Thesis director) / Behl, Natasha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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States nationwide have implemented "Move Over Laws" to try and increase roadway safety, yet even with these laws, hundreds of people are killed each year while working in and roadways. In Arizona, the "Move Over Law" requires drivers approaching a stopped vehicle displaying flashing lights to "move over" or "slow

States nationwide have implemented "Move Over Laws" to try and increase roadway safety, yet even with these laws, hundreds of people are killed each year while working in and roadways. In Arizona, the "Move Over Law" requires drivers approaching a stopped vehicle displaying flashing lights to "move over" or "slow down." However, not everyone complies with this enacted law, and the purpose of this study is to observe how approaching drivers behave when presented with various scenarios. Scenarios involved the use of different police car types (marked or unmarked), light displays (no lights, hazards, or emergency lights), and the advertisement of Arizona's "Move Over Law" (signboard or no signboard). Associated risk varied with each scenario, and according to rational choice theory, a driver's behavior should minimize risks and maximize benefits. Under the hypothesis that police presence impacts driving behavior, the expectation was that driver compliance through "moving over" and/or slowing down would be highest when a marked police car or emergency lights were used. Also hypothesized was that awareness impacts compliance with the thought that increasing awareness by using a signboard would increase "move over" percentages and decrease speeds. From the test site along State Highway 260 in Payson, Arizona, the results indicate that car type and light display impact driving behavior. The use of the marked car or emergency lights generally had higher adjusted compliance, higher "move over" percentages, and lower speeds than when the unmarked car or no lights were tested. Looking at how awareness influences behavior, the use of the signboard had a greater impact when the unmarked car was used as opposed to the marked car. Based on the results, both hypotheses were supported.
ContributorsBathke, Kyle (Author) / Angilletta, Michael (Thesis director) / Fey, Richard (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2017-05