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This research examines the similarities and differences between relationships developed through interpersonal interactions within online fandom communities and those relationships developed through traditional in-person interactions such as those found within education or the workplace. Beyond the similarities and differences between the two forms of relationships, I discover phenomenologically what

This research examines the similarities and differences between relationships developed through interpersonal interactions within online fandom communities and those relationships developed through traditional in-person interactions such as those found within education or the workplace. Beyond the similarities and differences between the two forms of relationships, I discover phenomenologically what happens in the moment that two online friends meet in-person. To be precise, I analyze how individuals within fandoms categorize their relationships in terms of their willingness to confide in each other, their perceived honesty of themselves, and their mental image of one another and how it may have changed over the course of their relationship. We might expect that individuals maintaining a relationship through interactions within online fandom may maintain idealized images of their respective partners due to the aspect of self-censorship that is derived from asynchronous communication. Additionally, we might expect that while trust may be built upon this exaggerated image of one’s partner, a disruption in this image formed through an in-person interaction could potentially result in said trust crumbling. Using a qualitative analysis of three individuals participating within various fandom communities. Thus, we predict that individuals within online relationships take steps to build an idealized version of oneself that might not fully reflect an individual’s actual physical or mental character.

ContributorsLewkowitz, Aidan Alexander (Author) / Ingram-Waters, Mary (Thesis director) / Williams, Wendy (Committee member) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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 and purchase of other Kpop fans. The paper will consider

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.
ContributorsXu, Everest Christine (Author) / Eaton, Kathryn (Thesis director) / Ingram-Waters, Mary (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs sixteen personality types and complete a survey that asked them questions about their behavior while games playing competitively online including their preferred in-game archetype and questions about how they interact with other players online. The survey also included the Grit Scale test, which which was intended to explore players' perseverance. Nearly 700 people participated in the study and all responses were analyzed based on their Myers-Briggs' personality type. While this study revealed that Myers-Briggs' personality type alone cannot determine a player's mindset while playing online, it was found to be an indicator of how they feel about socializing with others online. The implications of these results are discussed in this paper.
ContributorsKeyvani, Kurosh (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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This quantitative, quasi-experimental study examined the effectiveness of three types of online guided-practice activities designed to increase learning of visual art concepts, the color concepts of hue, tint, shade, value, and neutral colors in particular, among fifth grade students in a large school district in the southwestern United States. The

This quantitative, quasi-experimental study examined the effectiveness of three types of online guided-practice activities designed to increase learning of visual art concepts, the color concepts of hue, tint, shade, value, and neutral colors in particular, among fifth grade students in a large school district in the southwestern United States. The study's results indicated that, when students were given a limited amount of time to engage in practice activities, there was no statistically significant difference among the three types of guided practice and the control group. What was effective, however, was the instructional component of this study's instruments.
ContributorsDelahunt, Michael (Author) / Erickson, Mary (Thesis advisor) / Atkinson, Robert (Committee member) / Young, Bernard (Committee member) / Arizona State University (Publisher)
Created2014