Over the last 2 weeks, I've conducted research on the impact of social media on today's youth. As a heavily debated topic, I expected to find a lot of relevant academic journals. My research taught me a new perspective on the matter, that social media is not always detrimental to the development of youths. There are aspects of their lives where they are benefitted by the presence of social media. For example, in a study conducted amongst approximately 12,500 Canadian Elementary school students, it was revealed that active and intense users of social media were more likely to reach the recommended daily physical activity level. But the downsides of excessive use of social media included the possibility of developing anxiety, stress from FOMO (Fear Of Missing Out) and forming shallow relationships with friends and families.
After my research was completed, I began to ideate on how I could "gamify" these findings. One finding that I thought was interesting from my research was that there are a few methods of spreading false information on social media platform. This included highlighting the bad (ex. harmful side effects of a medicine rather than its clinical use), or including personal testimonies which are not scientifically backed, but sound convincing as the voice of the average population or audience. "Identifying false information" could be an interesting game mechanic, where the player is tasked with choosing the right answer in a series of elusive and misleading questions. Another possible game mechanic could be "forming genuine friendship". This approach is a bit harder to ideate upon, simply because the scope could get out of hand when deciding how to measure a "genuine friendship".