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- All Subjects: Social Media
- Creators: Dean, W.P. Carey School of Business
"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.
The role of technology in shaping modern society has become increasingly important in the context of current democratic politics, especially when examined through the lens of social media. Twitter is a prominent social media platform used as a political medium, contributing to political movements such as #OccupyWallStreet, #MeToo, and #BlackLivesMatter. Using the #BlackLivesMatter movement as an illustrative case to establish patterns in Twitter usage, this thesis aims to answer the question “to what extent is Twitter an accurate representation of “real life” in terms of performative activism and user engagement?” The discussion of Twitter is contextualized by research on Twitter’s use in politics, both as a mobilizing force and potential to divide and mislead. Using intervals of time between 2014 – 2020, Twitter data containing #BlackLivesMatter is collected and analyzed. The discussion of findings centers around the role of performative activism in social mobilization on twitter. The analysis shows patterns in the data that indicates performative activism can skew the real picture of civic engagement, which can impact the way in which public opinion affects future public policy and mobilization.
Based on research analyzed on the barriers between students and campus resources, the optimization of student outreach, and marketing strategies directed towards students, the creation of a student-led campus health resource followed. Analysis of this research showcased that the medium in which students resources were promoted, and the framework of the resource have an impact on students' awareness of the resource, attractiveness of the student resource, and student resource engagement. Based on these analyses and results, the creation of HealthU occurred to provide a visible, engaging, and attractive student resource to the Arizona State University student body.
When it comes to my story, I wanted to make sure I told one that was interesting, relevant and worthwhile. I felt lost for quite some time in regards to what direction I wanted to take with my thesis. After meeting with Dan Moriarty and Kevin Brilliant of the Chicago Bulls during an outreach trip with the Sports Business Association, I knew I wanted to gain more insight into how teams are telling their digital stories and connecting with their fans. I wanted to learn more about how teams across the country are playing the game of social media and what strategies they put into place to be impactful and successful. I wanted to learn the value teams found in social media and how social media impacts the organizations as a whole, specifically in revenue generation. Most importantly, I wanted to learn how teams are engaging with fans and how social media has changed the world of sports. This research includes insights from various individuals in the industry as well as survey data from W. P. Carey students. The accumulation of this thesis has resulted in a closer look into social media in the sports industry and how teams are measuring success in the digital space.
This business uses research and data from different social media comedians in order to create a guide for comedians who own comedy clubs or are trying to break into show business. This thesis includes the logistics of starting a business. It will outline the financing and pricing of a service like this for individuals and businesses. This also outlines the generational stigma of social media, and the difficulties an older generation is currently facing when wanting to expand their business into social media.
The Breakin Media business model assesses each client on a set of five pillars, which have been found by research to affect follower count. The five pillars are relatability, targeted marketing, consistency, high-quality content, and algorithm alignment. Each pillar is dissected and used to increase the exposure of every comedian. There is a 3 tier system for pricing that outlines the costs of each service, and an infographic to guide each client. This thesis is about bridging a gap in generations, and increasing success for small businesses, specifically in theatre and comedy.
Winners Circle is a collaborative application that allows friends, family members, and peers to communicate with each other about sports news and friendly wagers on teams and players. Through research and trial and error, a mock app was created by the team that combines breakout rooms that mimic a social media platform where users can identify news, scores, and perceptions of the outcome of games from other sports fans.
The Winner's Circle aims to provide a digital platform for sports fans and betting addicts, in hopes to help centralize various forms of social communication between family, close friends, and strangers alike. As the legalization of sports related gambling activities become more widespread throughout the United States as well as the rest of the world, our platform has to potential to connect millions of like-minded, adrenaline-seeking fans across the globe.