Gen Z and the impacts of the Gaming Culture

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Gen Z and the impacts of the Gaming Culture por Mind Map: Gen Z and the impacts of the Gaming Culture

1. Ideas Continued

1.1. Mental Impacts

1.2. Competitive (all about being the best, No.1, non stop grinding)

1.2.1. Rage( Losing a game, breaking things, worsening mental state, stressed)

1.3. Self Harms, Suicides (Links back)

1.4. EX. Sentence

1.5. “Within a clash of players, there will be one that prevails, which triggers an uncontrollable amount of rage pursued on the losing person, which causes worsening mental states.”

1.6. “An average daily routine of a Gen Z gamer is abnormal of that of a normal person. Some things such as waking up to get online to play games, skipping meals, not doing other activities, such as to a normal person would take a shower spend time with other things than gaming.”

1.7. “The aim or goals of most types of video games is to win, hence there is a sense of rivalry with the people whom also play the game. To be the best above all, one must have huge dedication to thrive towards one’s goals, however, this can cause addiction and may lead to other negative mental and physical effects of the player.”

1.8. Mental disorders (Depression, Anxiety, Stress, Eating Problems)

1.9. 1,000 words

2. EX. Sentence

3. Introduction

3.1. Thesis Statement - “Gen Z are being manipulated by the modern gaming culture society.

3.2. Setting Contexts

3.3. Gen Z & Gaming culture

3.3.1. Explanation on what that means, not the whole paragraph on just Gen Z and Gaming Culture

3.4. Ex. Sentence

3.5. “Gen Z or centennials are a generation that is born in the late 1990s to early 2000s. This generation is raised by the modern generation technology which shapes the young teens itself to be distinctive from other generations.”

3.6. “A gaming culture is a community of those who play a variety of video games. Gen Z are most likely to have impact or be situated in these types of gaming cultures.”

3.7. 250 Words

4. Conclusion

4.1. Links back to Thesis and research done

4.2. Different viewpoints discovered

4.3. Information proves wrong and right

4.4. “Though most of Gen Z are being manipulated by the gaming culture, they’re still a population of the generations people that aren’t gravely affected by the Gaming culture soceity itself.”

4.5. 250 Words

5. Body

5.1. Ideas

5.1.1. Physical

5.1.2. - How the gaming Culture manipulates Gen Z - Behaviors on People while playing that game - Ways the gaming culture influence mannerism - Possible reasons the - Impact of people that play a specific game

5.1.3. Finance - Continuous using real life money on a game, creating unsuccessful content, earning no money

5.1.4. Security - continuous exposure to media, exposed to hackers, scammers

5.1.5. What types of physical problems that it causes.

5.1.6. Diet - What Gamers eat (Chips, Fried diet, Sparkling water)

5.1.7. Lifestyle - What they do as a daily

5.1.8. Posture and vision (Due to Perpetual posture and continuous staring at monitors there is poor physical body conditions)

5.1.9. “Due to the diet of a usual gamer often times being snacks and sweetened beverages such as crisps, candy, soft-drinks, sweetened water, the risks of having certain diseases such as obesity, high blood pressure, high levels of cholesterol, are most likely to happen. As because the addictive quality of a game itself effects the person of not choosing proper meals or certain food types to eat.”

5.1.10. “Because of the games addictive manipulation, most people that are gaming are to be seated in a position where they will not feel or see to change. A quote from a research states that “as little as 5 minutes of gaming can lead to bad posture”, hence a popularity of young teens in Gen Z have very poor spine positioning, difficulty of head rotations and many more physical problems with their body.”

5.1.11. “Because of nowadays modern technology, people have been idolizing Gen Z to be more fond of creating content in hopes of blowing up, being famous and earning hefty lots of cash. In reality, no matter how skilled one may be or creative one can be. If the content isn’t interested by a gradient population of people, then it will be a useless perpetual cycle of continuous gaming for no financial benefit to the gamer at all.” whatsoever.”

5.2. 1,000 words

6. Citation and Sources

6.1. https://www.sahealth.sa.gov.au/wps/wcm/connect/public+content/sa+health+internet/healthy+living/is+your+health+at+risk/the+risks+of+poor+nutrition

6.2. https://www.verywellhealth.com/playing-video-games-may-cause-eyestrain-3421596

6.3. https://cityphysiotherapy.com.au/the-lure-of-playing-video-games-and-your-health/

6.4. https://www.therecoveryvillage.com/process-addiction/video-game-addiction/substance-abuse/

6.5. https://www.psychiatrictimes.com/view/is-video-game-addiction-a-disorder

6.6. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8943245/

6.7. https://www.gamedesigning.org/gaming/culture/

6.8. https://www.intel.com/content/www/us/en/gaming/resources/gamer-life.html

6.9. https://www.zerohedge.com/technology/video-games-may-be-beneficial-developing-brain