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- All Subjects: Health
- Creators: Barrett, The Honors College
- Status: Published
"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.
In the past decade, the use of mobile applications, specifically mobile applications focused on improving the health and fitness of users, has increased exponentially. As more consumers look towards mobile health applications to improve their health through dieting, exercise, and weight management, it is important to analyze how the concept of gamification can encourage sustained interaction and approval of these health-focused applications. This thesis aims to understand the prevalence of gamification amongst a large sample of health and fitness applications, identify and code the gamification features used in these apps, and finally, understand how different gamification features relate to the popularity and willingness to advocate using eWOM on behalf of a mobile app.
This research analyzes lesbian, gay, bisexual, transgender, and queer/ questioning (LGBTQ) students’ experiences with sex education in Arizona. This research is a grey literature review of Arizona’s previous state policies, current state sex education curricula law, and legislative proposals within the past few years. Analysis focuses on changes after the repeal of the “no promo homo” law in 2019. Through defining the differences between abstinence only and comprehensive sex education (CSE), this will provide a framework to better understand approaches to sex education. As of now, Arizona stresses abstinence-based education. Delving into LGBTQ students’ general experiences in schools provides a foundation to better understand why these students especially benefit from CSE. Since LGBTQ students are disproportionately affected by bullying and are at increased sexual health risks, it is important to address misperceptions surrounding the LGBTQ community. The purpose of this research is to push for more LGBTQ inclusive sex education curricula in Arizona.
The Green Gamers is a start-up concept revolving around incentivizing healthy eating in Arizonan adolescents through the use of reward-based participation campaigns (popularized by conglomerates like Mondelez and Coca-Cola)
The Founders lab is a year-long program that gives its students an opportunity to participate in a unique team-based, experiential Barrett honors thesis project to design and apply marketing and sales strategies, as well as business and financial models to start up and launch a new business. This honors thesis project focuses on increasing the rate of vaccination outcomes in a country where people are increasingly busy (less time) and unwilling to get a needle through a new business venture that provides a service that brings vaccinations straight to businesses, making them available for their employees. Through our work with the Founders Lab, our team was able to create this pitch deck.
The various health benefits of vinegar ingestion have been studied extensively in the<br/>literature. Moreover, emerging research suggests vinegar may also have an effect on mental<br/>health. Beneficial effects of certain diets on mood have been reported, however, the mechanisms<br/>are unknown. The current study aimed to determine if vinegar ingestion positively affects mood<br/>state in healthy young adults. This was a randomized, single blinded controlled trial consisting of<br/>25 subjects. Participants were randomly assigned to either the vinegar group (consumed 2<br/>tablespoons of liquid vinegar diluted in one cup water twice daily with meals) or the control<br/>group (consumed one vinegar pill daily with a meal), and the intervention lasted 4 weeks.<br/>Subjects completed mood questionnaires pre- and post-intervention. Results showed a significant<br/>improvement in CES-D and POMS-Depression scores for the vinegar group compared to the<br/>control. This study suggests that vinegar ingestion may improve depressive symptoms in healthy<br/>young adults.