Matching Items (101)

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The Impact of Legally Blonde on Women Entering the Legal Profession

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This thesis seeks to understand how the film Legally Blonde has portrayed the interaction between femininity and women. Specifically, this paper will consider how feminism—defined through the context of the era and Legally Blonde—has empowered women to enter male-dominated professional

This thesis seeks to understand how the film Legally Blonde has portrayed the interaction between femininity and women. Specifically, this paper will consider how feminism—defined through the context of the era and Legally Blonde—has empowered women to enter male-dominated professional workspaces—specifically in consideration of the legal profession. The feminism presented in Legally Blonde can be characterized through Elle Wood’s simultaneous displays of intelligence and focus on typical feminine interests: such as marriage, cosmetics, and the like (Marsh, 2005; Lucia, 2005; Hoffman-Longtin & Feldner, 2016). The “third-wave” feminist era surrounding Legally Blonde promotes the duality of women in expressing femininity and holding agentic capability (Dole, 2008). This thesis uses the film’s definition of feminism to consider the changes in women entering the legal profession, the identity of women who connect to the film, and the media’s responses and portrayal of the film. Legally Blonde defines feminism by presenting women as both intelligent and typically feminine—challenging the typical gender role of women in society with her expression of capability and seriousness. While the film elucidates a definition of feminism based on femininity and female agency, some women may not fit into this definition based on the lack of consideration of intersectionality in the film. While the film underlines a changing shift in acceptance of women’s expression of femininity, the film’s message may not apply to all women. Yet, Elle Woods remains a role model for many women to attend law school and her impact is emphasized in popular culture even today.

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2020-05

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K-pop as a Soft Power

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This essay examines national leaders’ shaping of K-pop into a foreign export, specifically looking into how K-pop is used as a soft power for South Korea. I also examine how effective K-pop is as a soft power. Because of its

This essay examines national leaders’ shaping of K-pop into a foreign export, specifically looking into how K-pop is used as a soft power for South Korea. I also examine how effective K-pop is as a soft power. Because of its growing global popularity and use of K-pop artists for international relations, such as Red Velvet performing for Kim Jong Un, we might expect K-pop to act as the gateway into South Korean culture, often being the first exposure that other countries have into this country’s way of life. Through a qualitative analysis of resources ranging from news articles, videos, and social media posts, we see that K-pop idols, a term for K-pop celebrities, are heavily groomed and shaped by their labels to promote the South Korean national brand. Combined with a well-made business model to appeal to different countries, they also create sentiment for South Korean culture throughout the world with the support of the government and a strong fanbase. This plan is extremely effective in generating revenue for a multitude of South Korean brands beyond K-pop and even fosters South Korean affection in North Korea.

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2020-05

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Marketing Plan for a Kpop Fan Artist

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This paper will be exploring a marketing plan for a Kpop Fan artist, Jennifer Lee. Kpop is a genre of music originating from South Korea that provides a whole-package entertainment. Fan artists are producers who create produce for the consumption

This paper will be exploring a marketing plan for a Kpop Fan artist, Jennifer Lee. Kpop is a genre of music originating from South Korea that provides a whole-package entertainment. Fan artists are producers who create produce for the consumption and purchase of other Kpop fans. The paper will consider segmentation and the products and platforms that best target them in order to maximize revenue. A survey was performed with a sample size of 314 participants to find out consumer behavior and preference as well as producer situation. Consumers come from both the United States and abroad. Customers come directly and almost exclusively from followers. Therefore, increasing the number of followers on Instagram is essential to increasing revenue. Jennifer has time, resource, and ability constraints, while the market has limited potential. The conclusion is that Jennifer should become more organized as a business. To grow her following, she should cater more towards the most popular fandoms (BTS), make art tutorials, consider collaborations, and better inform followers of her products/services available for purchase. The social media platforms key to marketing Jennifer's products are Instagram and Twitter. Other platforms to be used to increase exposure are Tumblr, Amino Apps, DeviantArt, Reddit, and YouTube. She must also declutter all of these virtual storefronts of unnecessary content to varying degrees in order to build ease of access and a trustworthy brand image. The best platforms for transaction is a personal store, RedBubble (a website that allows users to sell a variety of products with their uploaded images printed onto them), Patreon, and in-person at conventions.

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2018-05

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Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports

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The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of focus in accordance with available literature: the fans and their characteristics, the design of the game itself, and the relationship between fans and the game's developer. This investigation was conducted by first examining existing literature surrounding eSports fans, then collecting public domain data such as Reddit posts, forum posts, and YouTube videos, and last by studying interviews with developers and players. With this thesis, I apply a fan studies approach to eSports by creating a series of indicators based in each of the three focus areas which can be utilized as a systematic method of evaluating an eSport's popularity and growth.

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2018-05

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The Autobiography of a Mary Sue

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The Autobiography of a Mary Sue is the fictional autobiography of a fanfiction author, detailing her experiences in fandom and how they made her into her ‘more perfect’ aka more realized, modern self.

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2019-05

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A Feminist Analysis of Fantasy Football Linguistics

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Fantasy football exists as a thought-to-be male dominated space, particularly with respect to the linguistic practices of players. Heteronormativity runs rampant, and fantasy players are not held accountable for the implications of their language. This essay analyzes what the dynamics

Fantasy football exists as a thought-to-be male dominated space, particularly with respect to the linguistic practices of players. Heteronormativity runs rampant, and fantasy players are not held accountable for the implications of their language. This essay analyzes what the dynamics of fantasy football leagues are, how current linguistic practices shape them, and suggests that women’s participating in fantasy football leagues functions as a type of trash talk that encourages men to address their internalized heteronormativity and create a more welcoming and progressive experience for people of all genders.

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2019-05

The Academic and University Brand Impact of College Football

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The purpose of this paper is to identify if there is a relationship between the year-over-year success of a Division 1 college football team and numerous academic and financial indicators of the host university. College football has become the lifeblood

The purpose of this paper is to identify if there is a relationship between the year-over-year success of a Division 1 college football team and numerous academic and financial indicators of the host university. College football has become the lifeblood of major university athletic programs as it is consistently the top revenue generator for university athletic programs across the country. The purpose of this paper is to not only identify the correlation between the success of these teams and financial indicators but to also identify if there are non-financial aspects that are affected by the football team’s success and how a university can capitalize on these.
Specifically, this paper focuses on the Arizona State University Sun Devils football team’s year-over-year results from 2006-2016 and uses this dataset as a comparison against multiple academic and financial measures from the university. This paper also attempts to define what a university's “brand” is and discuss the effect that these teams have on a student’s experience at the university. Based on these findings and results, we attempt to draw conclusions surrounding this information on if there are certain correlations between football success and university indicators and how strongly these indicators affect the university and its brand.

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2019-05

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How the Student Body Is Affected by ASU Football

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I am a former Arizona State football player and I wanted to do my own research on how the ASU football program affects the student body. I believe that college football is one of the great experiences for any student.

I am a former Arizona State football player and I wanted to do my own research on how the ASU football program affects the student body. I believe that college football is one of the great experiences for any student. This is why I wanted to see what the students think about the football program at ASU and if I could find ways to make their experience better. I looked into past studies to find that there are many positive correlations between successful college football programs and student life. Studies indicated that it is beneficial for universities to invest in their football programs. To study this at ASU I created a survey that asked ASU students a few questions about themselves and how they felt ASU football affected their day-to-day lives through a Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree format. I then put in a response portion at the end if they wanted to suggest anything that could be done better for the ASU football program when it came to their students. The results that I received from the survey showed that the students cared about football and that they thought football was an overall positive experience for them. The alarming point that the survey brought up was that not many students were attending the home games during the season. In fact, 25% of the student respondents did not go to a single home game in 2016. This was troubling to me and I looked in the worded responses to get answers as to why this was happening. Fortunately, the student respondents were very descriptive in what they believed the football program could be doing better. The responses discussed how a lack of tradition, lack of community outreach, lack of incentives/emphasis on fan experience and more were the reasons as to why students did not feel like going to the home games. I concluded that in order for ASU to attract more students to the home games that they need to have more student events around game week, reach out to the students more through their players, and built a connect between the football team and the ASU student body.

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2017-12

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Battle Royale Games as Esports: Where Fortnite and PUBG Land as Successful Esports

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This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.

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Date Created
2019-05

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"It's Dangerous to Go Alone!": An Exploration of Women's Experiences with Harassment in the Video Game Community

Description

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.

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2019-05