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- All Subjects: Entrepreneurship
- All Subjects: Social Media
- Creators: Department of Information Systems
- Creators: Department of Psychology
- Resource Type: Text
- Status: Published
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As projections of climate change effects in the media persist, current research suggests that threatening climate change content circulating social media and knowledge of threats to the Earth system and human health may lead to the development of eco-anxiety. If social media exposure to climate change content influences eco-anxiety, there is a need for psychological interventions to help manage climate change-related negative affect. A systematic review was conducted 1) to investigate the relationship between the use of social media and eco-anxiety in young adults and 2) to explore methodological factors involved in eco-anxiety research, including measurements and potential moderating factors. The review included seventeen articles that studied the measurements of eco-anxiety, the relationship between social media and eco-anxiety, or negative affect related to climate change and potentially moderating risk factors. A thematic analysis of the included articles yielded four central themes: (1) The Operationalization of Eco-anxiety, (2) Climate Change Perceptions and their Effects on Impairments, (3) The Relationship between Social Media Usage and Eco-anxiety, and (4) Potential Factors Influencing Climate Change Perceptions. The results suggest that eco-anxiety is real and common, especially amongst young people, and that it may be reliably measured using the Climate Change Anxiety Scale. Due to the limited and heterogeneous literature on the problem, no definitive conclusions can be drawn about how potential factors influence eco-anxiety. Future research should further explore the relationship between social media and eco-anxiety. In addition, the problem of eco-anxiety should be studied in underrepresented, vulnerable populations at higher risk for weather-related events.
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Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology
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Party on Wall Street is a web-based video game developed by Maroon and Gold Game Studios. As an educational entrepreneurship video game, Party on Wall Street provides a refreshing and exciting new experience for the tycoons in society who want a little more of that entrepreneurial lifestyle. With proper research on customer demographics, Maroon and Gold Game Studio’s brand identity consists of a modern game with multiple use cases. With strong partnerships with multiple creatives and built from scratch game development, Party on Wall Street implements a fun, high intensity business competitive environment for players and students to engage in. This thesis consists of building an interactive experience through the use of AirConsole, a third party platform that hosts the game and allows players to join it by connecting to the same website on their mobile device. The primary user has access to hosting a game which can be casted to a larger screen, typically a television. When hosting a game, a room code is generated which can be typed in on the mobile device to connect to the game. When all players have joined the game, the host can initiate it. Players go through 6 rounds of pitch style investing presentations and have the opportunity to invest in other products with the ultimate goal of earning the most money. In the end, the game was successfully implemented, extensively user tested, and is under review by the AirConsole game team. Over the last year, the team successfully brought an idea through the entire product development process, learned to build a game in Unity, made practice of extensible testing and validation methods, and leveraged customer research and feedback to design a game that is ultimately both enjoyable and educational.
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