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Barrett, The Honors College Thesis/Creative Project Collection


Date Range
2013 2018

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.

Contributors
Gohil, Abhishek Bhagirathsinh, Kashiwagi, Dean, Kashiwagi, Jacob, et al.
Created Date
2015-05

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 ...

Contributors
Hilliker, Noah Henry, Ingram-Waters, Mary, Schmidt, Peter, et al.
Created Date
2018-05

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 ...

Contributors
Nist, Nicholas, Hester, James, Brooks, Dan, et al.
Created Date
2015-05

Storytelling is innately human, and research has shown it has the powerful ability to “transport” people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied ...

Contributors
Walker, Natalie Simone, Roscoe, Rod, Meier, Matt, et al.
Created Date
2016-05

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, “Nutribots” features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the ...

Contributors
Nolz, Daisy, Martin, Austin, Quinio, Santiago, et al.
Created Date
2017-05

Anorexia Nervosa is an increasing problem in today’s day and age. With the overbearing messages of what the media portrays to be beautiful, some people are responding by engaging in unhealthy eating habits. By taking embodied cognition into consideration, there may be a method to help treat people with Anorexia Nervosa that has not been attempted yet. According to embodied cognition, the body influences the way a person thinks (Glenberg, 2010). If people with Anorexia Nervosa are thinking in unhealthy ways in terms of their body, providing relief from these unhealthy forms of thinking may come in the form of ...

Contributors
Brazones, Katelyn Suzette, Facinelli, Diane, Glenberg, Arthur, et al.
Created Date
2014-05

Computer simulations are gaining recognition as educational tools, but in general there is still a line dividing a simulation from a game. Yet as many recent and successful video games heavily involve simulations (SimCity comes to mind), there is not only the growing question of whether games can be used for educational purposes, but also of how a game might qualify as educational. Endemic: The Agent is a project that tries to bridge the gap between educational simulations and educational games. This paper outlines the creation of the project and the characteristics that make it an educational tool, a simulation, ...

Contributors
Fish, Derek Austin, Karr, Timothy, Marcus, Andrew, et al.
Created Date
2013-05

The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching, the concepts of systems thinking, and the importance of systems thinking. I evaluated five different games, following the rubric for whether the five games met the specific criteria laid out in each section and suggested improvements for how the games can meet any criteria that they fell short in. I ...

Contributors
Morrow, Rachel Elizabeth Kaye, Hayes, Elisabeth, Gee, James, et al.
Created Date
2013-12

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in ...

Contributors
Nitescu, George, Medawar, Alexandre, Spano, Mark, et al.
Created Date
2014-05

This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines for game packaging standards. The second part contains an analysis of selected global film posters from all genres leading up to Disney/Pixar movies, and also a few popular video game packaging designs. The research is then be applied to 3 designs based on regional trends in the largest hubs of ...

Contributors
Adivikolanu, Harika Sruthi, Dove-Viebahn, Aviva, Viles, Rebecca, et al.
Created Date
2016-05

Barrett, the Honors College accepts high performing, academically engaged students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project, supervised and defended in front of a faculty committee. The thesis or creative project allows students to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is a student’s opportunity to explore areas of academic interest with greater intensity than is possible in a single course. It is also an opportunity to engage with professors, nationally recognized in their fields and specifically interested and committed to working with honors students. This work provides tangible evidence of a student’s research, writing and creative skills to graduate schools and/or prospective employers.