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- All Subjects: Mental Health
- Creators: College of Health Solutions
- Resource Type: Text
Anxiety is one of the most common mental illnesses in the United States. In this project, I chose to explore how food is one of the most accessible and inexpensive ways of treating anxiety. This creative project examines the major key components of gut health including the balance of neurotransmitters and bacteria in the gut, restoring hydrochloric acid through celery juice, removing heavy metal toxins through food, eating fermented foods, and limiting refined carbohydrates, and high-sugar consumption. Additionally, this creative project explores my own personal journey through the implementation of foods that influence anxiety revealed in a systemic review over the course of a 6-week period.
"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded the alarm regarding social media’s unavoidable global impact. He is only one of social media’s countless critics. The more disturbing issue resides in the empirical evidence supporting such notions. At least 95% of adolescents own a smartphone and spend an average time of two to four hours a day on social media. Moreover, 91% of 16-24-year-olds use social media, yet youth rate Instagram, Facebook, and Twitter as the worst social media platforms. However, the social, clinical, and neurodevelopment ramifications of using social media regularly are only beginning to emerge in research. Early research findings show that social media platforms trigger anxiety, depression, low self-esteem, and other negative mental health effects. These negative mental health symptoms are commonly reported by individuals from of 18-25-years old, a unique period of human development known as emerging adulthood. Although emerging adulthood is characterized by identity exploration, unbounded optimism, and freedom from most responsibilities, it also serves as a high-risk period for the onset of most psychological disorders. Despite social media’s adverse impacts, it retains its utility as it facilitates identity exploration and virtual socialization for emerging adults. Investigating the “user-centered” design and neuroscience underlying social media platforms can help reveal, and potentially mitigate, the onset of negative mental health consequences among emerging adults. Effectively deconstructing the Facebook, Twitter, and Instagram (i.e., hereafter referred to as “The Big Three”) will require an extensive analysis into common features across platforms. A few examples of these design features include: like and reaction counters, perpetual news feeds, and omnipresent banners and notifications surrounding the user’s viewport. Such social media features are inherently designed to stimulate specific neurotransmitters and hormones such as dopamine, serotonin, and cortisol. Identifying such predacious social media features that unknowingly manipulate and highjack emerging adults’ brain chemistry will serve as a first step in mitigating the negative mental health effects of today’s social media platforms. A second concrete step will involve altering or eliminating said features by creating a social media platform that supports and even enhances mental well-being.
This thesis discusses why there is so much employee turnover in the Sports Programs department, which is a working department of the Sun Devil Fitness Complex on Arizona State’s Tempe Campus. The analysis discusses the problems that have been noticed from personal experience, and the problems that have been explained by employees that left about why they decided to leave. The analysis is done based on the concepts of the four frames, based on research documented by Bolman and Deal in their book. There is an overview of all of the departments and specifically the Sports Programs department, and a deep dive into what that department does. There is a discussion of what problems may be present, and some solutions such as debriefings, trainings, and more objective evaluations that can be implemented into the department to try to fix the problems that have been noticed.
"Quiet, Please" is a coming-of-age speculative fiction novel about how a super-powered neurodivergent girl and her friends navigate and attempt to save a world that is equal parts beautiful and cruel.
These difficult flowcharts and confusing websites have a huge impact on a student’s ability to adequately receive the information they need and, in the end, can have a negative impact on their ultimate decision when deciding if Barrett is right for them. A better user experience can be a more effective way of displaying information to students. A better design that allows to user more interaction would allow for the user to better understand the information they are presented. Instead of a monotone flowchart displaying the requirements necessary to graduate with honors status, A web application where a user can input their information and get an output of the necessary requirements tailored to the unique circumstance would be more informative, useful, and easier to use. The web app would take information such as a student’s year, whether it be an incoming freshman or transfer student, and their current and previous course credit to determine the specific number of honors credits, The Human Event courses, and Thesis project required for this user to complete the requirements for Barrett Honors College. This application would give the user a better understanding of what is required of them and in turn lead to a better user experience.
Methods: This study was a randomized, wait-list, control trial with assessments at baseline and post-intervention (week 4). Participants were asked to meditate using Calm for 10 minutes per day. A p value ≤0.05 was considered statistically significant.
Results: The majority of participants (n=19) stated using Calm helped them cope with the stress of PA school. The intervention group participated in meditation for an average of 76 minutes/week. There were significant differences in all outcomes for the intervention group (all p ≤0.06). There was a significant interaction between group and time factors in emotional exhaustion (p=.016) and depersonalization (p=.025).
Conclusions: Calm is a feasible way to reduce burnout in PA students. Our findings provide information that can be applied to the design of future studies.
The purpose of this study was to evaluate how COVID-19 has affected college athletes physically and mentally. A survey with 36 questions encompassing gender, sport, COVID-19 symptom severity, type and duration, return to play factors, perceived social isolation, depression and anxiety was distributed to all student athletes at Arizona State University. A total of 26 athletes (84.6% female, 15.4% male) who previously contracted the COVID-19 virus participated in the survey, representing a variety of 12 different sports. The study concluded that as student athletes symptom severity increased, symptom duration increased as well. Between one day to 10 months of continued symptoms after returning to sport play was reported by one-third of participating student athletes; however, there was no indication that vaccination status, obtaining a negative COVID-19 test, or obtaining medical clearance prior to returning to sport play after contracting COVID-19 affected if symptoms persisted or not after returning to play. Most (92.3%) athletes reported higher levels of perceived isolation, and as social isolation scores increased, depression scores increased. Abnormal anxiety symptoms were reported by 30.8% of student athletes, and as depression scores increased, anxiety scores increased as well. Study results and further research can be utilized to improve and refine gradual return to play protocols, enhance methods of communication and integration during mass social isolation, and greater assess depression and anxiety prevalence in student athletes.
The purpose of this study was to evaluate how COVID-19 has affected college athletes physically and mentally. A survey with 36 questions encompassing gender, sport, COVID-19 symptom severity, type and duration, return to play factors, perceived social isolation, depression and anxiety was distributed to all student athletes at Arizona State University. A total of 26 athletes (84.6% female, 15.4% male) who previously contracted the COVID-19 virus participated in the survey, representing a variety of 12 different sports. The study concluded that as student athletes symptom severity increased, symptom duration increased as well. Between one day to 10 months of continued symptoms after returning to sport play was reported by one-third of participating student athletes; however, there was no indication that vaccination status, obtaining a negative COVID-19 test, or obtaining medical clearance prior to returning to sport play after contracting COVID-19 affected if symptoms persisted or not after returning to play. Most (92.3%) athletes reported higher levels of perceived isolation, and as social isolation scores increased, depression scores increased. Abnormal anxiety symptoms were reported by 30.8% of student athletes, and as depression scores increased, anxiety scores increased as well. Study results and further research can be utilized to improve and refine gradual return to play protocols, enhance methods of communication and integration during mass social isolation, and greater assess depression and anxiety prevalence in student athletes.