Writing 2150t: Spring 2021

Zaining Sun Outline

Introduction

 

Hook: Many people use mobile phones to enrich their lives. However, mobile phones also bring many negative effects to people like nomophobia. What is “nomophobia”? 

Problem/Debate: How common is nomophobia in college students? How nomophobia affects people? How to overcome nomophobia?

Thesis Statement: Nomophobia is common for people and it has many effects on people.

 

Body Paragraph

 

Subargument # 1: What is nomophobia?

  •         Support 1: Nomophobia is an abbreviated form of “no-mobile-phone phobia.” The term was first coined in a 2008 study that was commissioned by the UK Postal Office. (Cherry, K).
  •         Support 2: Nomophobia-Fear of being without a mobile device, or beyond mobile phone contact. (Dr. K Agbani)
  •         Though nomophobia feels strange for us, it is common for people.

 

Subargument # 2: Nomophobia is very common for people?

  •         Support 1: Out of 774 respondents, nine had no nomophobia, 161 (20.8%) had mild nomophobia, 422 (54.5%) had moderate nomophobia, and 182 (23.5%) had severe nomophobia. (Jilisha, G., Venkatachalam, J., Menon, V., & Olickal, J. J. 2019).
  •         Support 2: A full 66 percent of all adults suffer from “nomophobia.” (Elmore, T. 2014, September 18).
  •         Source 3: “Out of 2,837 people surveyed, 99 percent had some degree of nomophobia. Of them, 13.2 percent had a severe degree of the disorder while nearly half exhibited a moderate degree of nomophobia. Less than one percent had no nomophobia and in 37.3 percent of people, it was mild.” (Banerjee, K. 2021, January 03).
  •         Nomophobia is not only common, but also causes physical and psychological harm to people.

 

Subargument # 3: How nomophobia Affects the people.

  •         Support 1: “We found that college students who experience more ‘nomophobia’ were also more likely to experience sleepiness and poorer sleep hygiene such as long naps and inconsistent bed and wake times,” (American Academy of Sleep Medicine, 2020, August 27).
  •         Source 2: “they had phone-induced wrist and neck pain, trouble focusing on work or studying, and they often let their devices distract them.” (CSPONLINE. (2019, June 04).
  •         Support 3: Nomophobia symptoms can include anxiety, respiratory alterations, trembling, perspiration, agitation, disorientation and tachycardia (Cole, 2020, August 28).
  •         Source 4: While nomophobia is not a clinical diagnosis, some of the symptoms that are commonly identified as related to this fear include: The inability to turn off your phone; Constantly checking your phone for missed messages, emails, or calls; Charging your battery even when your phone is almost fully charged (Cherry, K).
  •         Although nomophobia as a mental illness is not as easy to treat as ordinary fever, there are still some ways to help people fight against nomophobia.

 

Subargument # 4: How to fight against or treat nomophobia.

  •         Support 1: Instead, try to get rid of the actions that require you to make a choice. This could mean adjusting your notifications as we talked about before, deleting apps that require your attention, or, my new favorite trick, moving apps you’re most likely to “give in” to all the way to the last page of your homescreen (MacKay, J. 2017, December 07).
  •         Support 2: “If you use your cellphone as your alarm, don’t place it on your nightstand. Instead put it somewhere else where you have to get up out of bed and go to it” (Organized Audrey. 2019, September 19).
  •         Source 3: “Well, using Social Fever can help you fight against your smartphone addiction via its dedicated Phone Usage Tracker. This amazing app lets you use your phone for a confined time. All you have to do is set up time limits and this well-designed app will ensure notifying you immediately when the time limit is exceeded.” (Gupta, A. 2021, February 24).
  •         Source 4: Raypole provides three treatments for nomophobia. “Exposure therapy helps you learn to face your fear through gradual exposure to it. it helps you learn to address the extreme fear you experience when you think about not having your phone. Managing this fear can help you use your phone in healthier ways.” (Raypole, C. 2019, August 27).

 

 

Conclusion

  •         The meaning of nomophobia is fear of being without a mobile device, or beyond mobile phone contact. It is common for people and it has many effects on people. There is a high percentage of people who have nomophobia. There are many symptoms when people get nomophobia. There are some ways to help people fight against nomophobia.
  •         Do you think you have nomophobia and how severe you have?

 

 

 

References:

Cherry, K. (n.d.). Do you have nomophobia, or a fear of being without your phone? Retrieved March 30, 2021, from https://www.verywellmind.com/nomophobia-the-fear-of-being-without-your-phone-4781725

 

Agbani, K. [Dr. K Agbani : Health And Happiness]. (2020, October 5). Nomophobia, It’s causes , Symptoms and how to control it? [Video]. YouTube.

https://www.youtube.com/watch?v=cSsB5GJRm5k

 

Jilisha, G., Venkatachalam, J., Menon, V., & Olickal, J. J. (2019). Nomophobia: A MIXED-METHODS study On PREVALENCE, Associated factors, and perception among college students in PUDUCHERRY, INDIA. Indian Journal of Psychological Medicine, 41(6), 541-548. doi:10.4103/ijpsym.ijpsym_130_19. Retrieved from https://go-gale-com.remote.baruch.cuny.edu/ps/i.do?p=AONE&u=cuny_baruch&id=GALE|A605569991&v=2.1&it=r

 

Elmore, T. (2014, September 18). Nomophobia: A rising trend in students. Retrieved March 30, 2021, from https://www.psychologytoday.com/us/blog/artificial-maturity/201409/nomophobia-rising-trend-in-students

 

Banerjee, K. (2021, January 03). What is Nomophobia? 99% of people in Australia suffer from Weird ‘disorder’. Retrieved April 11, 2021, from https://www.ibtimes.sg/what-nomophobia-99-people-australia-suffer-weird-disorder-54620

 

American Academy of Sleep Medicine. (2020, August 27). Study finds ‘nomophobia’ is associated with poor sleep health in college students. ScienceDaily. Retrieved April 10, 2021 from www.sciencedaily.com/releases/2020/08/200827102142.htm

 

CSPONLINE. (2019, June 04). Nomophobia: Technology and mental HEALTH: CSP ONLINE. Retrieved April 12, 2021, from https://online.csp.edu/blog/psychology/nomophobia-technology-and-mental-health/

 

Nomophobia: Technology and mental HEALTH: CSP ONLINE. (2019, June 04). Retrieved April 12, 2021, from https://online.csp.edu/blog/psychology/nomophobia-technology-and-mental-health/

 

Cole, L. (2020, August 28). What is nomophobia? Am I addicted to My Phone?: Mentalup. Retrieved March 05, 2021, from https://www.mentalup.co/blog/phone-addiction

 

MacKay, J. (2017, December 07). 5 ways to fight NOMOPHOBIA: The fear of not having your phone – RescueTime. Retrieved March 07, 2021, from https://blog.rescuetime.com/nomophobia/

 

Organized Audrey. (2019, September 19). Nomophobia – how to cut your dependence on your smartphone. Retrieved March 30, 2021, from https://www.youtube.com/watch?v=A-OoWXAbGKo

 

Gupta, A. (2021, February 24). How to deal with nomophobia? Retrieved April 12, 2021, from https://tweaklibrary.com/how-to-deal-with-nomophobia/

 

Raypole, C. (2019, August 27). Afraid of losing your phone? There’s a name for that … Retrieved April 10, 2021, from https://www.healthline.com/health/anxiety/nomophobia

 

 

Yuting Chen Outline

Introduction 

Hook:  People are always wondering if they can just play forever instead of learning things they are not interested in at all. If there is a chance of learning while playing, would you accept or decline it?

Statement of the Problem/Debate: Virtual traveling and gamification are the newly founded topics that draw attention to the public and increase debate. Virtual traveling is a way that allows people to travel abroad at any time and anywhere. Gamification involves elements of games mechanics to capture public attention and apply the concepts in different products. The benefits of both virtual traveling and gamification are more than people expected to be. Some people still doubt the advantages of virtual traveling and gamification because they believe in traditional learning. Meanwhile, holding back new technologies and thoughts could stop the world from growing.

Thesis Statement: As a result, virtual traveling and gamification are very conducive tools to improve efficiency by rediscovering and recovering people during Covid, succeeding in real world applications, building a sense of accomplishment, and developing the tourism industry. 

 

Body Paragraphs

Subargument # 1: Virtual traveling and gamification become another way to rediscover and recover all kinds of people during COVID by reducing their stresses. 

Support 1: “Almost 80% of Americans say they will not be traveling by airplane this holiday season, and 29% believe they won’t book their next international trip until 2022. 70% of Americans report that their anxiety around traveling has increased somewhere since the pandemic began, and 40% admit that it has increased substantially. 30% of respondents say flying is the facet of traveling that makes them unsafe ( PR Newswire Association LLC, 2020, page 2 ). 

Support 2:  “ 40 million- plus Americans” are restricted traveling to another country due to COVID, sickness, age, mental illness, and physical disabilities. The needs of virtual traveling grow significantly. At the same time, it encourages everyone who has limited opportunities to travel and they should also enjoy the rights to view good scenes and leave good memories in their lives (PR Newswire Association LLC, 2020). 

Support 3:  Overall, this research highlights the important roles of virtual learning and gamification in studying chemistry by attracting students in a virtual format, but similar classroom community. The research shows that students’ confidence in learning chemistry stays positive in the pandemic and rediscovers their potentials in adapting to a new virtual environment ( Fontana, 2020). 

Subargument # 2: The elements of gamification assist people to succeed in real world applications and improve learning experiences.

Support 1:  One example is Nike plus Nike Fuelband. More people start to worry about their health and well-being. Nike plus Nike Fuelband introduces new characters to celebrate when people meet the goal. It can easily track the amount of miles that people finish and see who ranks the highest, which makes everyone healthier and growing ( Chou, Y. 2014).

Support 2: The third core drive is “empowerment of creativity”(Chou, Y. 2014). The example is the game called foldit. The AIDS virus protein structure, which is not being solved for 15 years by scientists, has been solved by a person who is interested in gamification in 10 days.( Chou, Y. 2014).

Support 3: “ A sample of 250 students who used PierSim was surveyed in regard to their learning experience. The students valued the integration of concepts, the learning and the level of engagement above the ‘fun’ experience. This article suggests the success of gamification by attracting students to learn while playing” ( Craven, 2014). 

Subargument # 3: Gamification and virtual traveling allow customers to build a sense of accomplishment and interaction with others.

Support 1: The first core drive is “ epic meaning and calling”, which means people feel like they are involved in something important to fight against fate.The second core drive is “development and accomplishment”. People feel proud of themselves when achieving certain goals. ( Chou, Y. 2014)

Support 2: TripAdvisor’s funware, which travellers are encouraged to upload online travel reviews (a play task) in order to get points and badges. Travelers’ are also awarded with high quality reviews and compliments by other users when their travel reviews are found useful ( Sigala 2015).

Support3 :  People use a game app called Stray Boots to establish a virtual city tour. When the users answer the question correctly, they gain points and win prizes. The app also has its GPS feature to discover sites. In addition, this article also includes how this game assists people to engage and solve puzzles ( Rosenbloom, 2013).

 

Subargument # 4:  Virtual traveling and elements of gamification develop the growth of tourism. 

Support 1: “ Tourism Australia, through the campaign “Best Jobs in the World”, launched a gamification solution to attract young people. The participants were selected based on images or videos sent and shared on social networks and the winners were rewarded with offers of trips to Australian destinations. Therefore, 330,000 persons from 196 countries are actively seeking information about working in Australia” (Negruşa, A, 2015).

Support 2: “ One of the biggest areas in tourism gamification and virtual traveling is destination marketing. Games can contribute to advertising: (1) Specifically designed advergames. They are created to promote the brand and places, aiming at the association and recall of the brand” ( Xu, 2016)

Support 3: “ In the tourism literature, emotionally attached to the environment/destination can be part of the tour experiences. Tourists’ immersion within the destination contributes to their memorable experiences through the surrounding environment, the virtual sound, the imaginative stories, and the challenges brought by the game tasks/missions, players could immerse themselves in sensory, challenge-based and imaginative immersion, which all contribute to a deeper level of personal experiences”  ( Xu, 2016)

Conclusion

  To sum up, virtual traveling and gamification improve the world’s effectiveness by benefiting people during Covid, solving problems in real world applications, establishing confidence, and growing the economy of the tourism industry. When there are new reliable technologies and new ideas coming in, people need to embrace them instead of rejecting them right away without considering. Even though virtual traveling and gamification are very new concepts, they help many people through tough times and give them chances to explore the world. 

 

Reference: 

Chou, Y. (2014, February 26). Gamification to improve our World: YU-KAI Chou at tedxlausanne. Retrieved March 17, 2021, from https://youtu.be/v5Qjuegtiyc

Craven, D. (2014). Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education. Gamification in Education and Business, 385–401. https://doi.org/10.1007/978-3-319-10208-5_19

Fontana, M. T. (2020). Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning. Journal of Chemical Education, 97(9), 3358–3368. https://doi.org/10.1021/acs.jchemed.0c00722

Negruşa, A., Toader, V., Sofică, A., Tutunea, M., & Rus, R. (2015). Exploring Gamification Techniques and Applications for Sustainable Tourism. Sustainability, 7(8), 11160–11189. https://doi.org/10.3390/su70811160

PR Newswire (2020, December 17). Beeyonder Releases 2020 Holiday and Virtual Travel Report as the Pandemic Brings Travel to a Halt; 29% of Americans Don’t Anticipate Booking International Travel Until 2022, and 60% Have Tried or Are Considering Virtual Travel Alternatives. Retrieved March15, 2021, from https://advance-lexis-com.remote.baruch.cuny.edu/api/document?collection=news&id=urn%3AcontentItem%3A61J5-B4D1-DXP3-R1XK-00000-00&context=1516831.

Rosenbloom, S. (2013, May 31). Let’s play: Making travel a game. Retrieved March 04, 2021, from https://www.nytimes.com/2013/06/02/travel/lets-play-making-travel-a-game.html?searchResultPosition=3

Sigala, M. (2015). The application and impact of Gamification funware on trip planning and EXPERIENCES: The case OF tripadvisor’s funware. Electronic Markets, 25(3), 189-209. doi:10.1007/s12525-014-0179-1

Xu, F., Buhalis, D., & Weber, J. (2016, December 18). Serious games and the gamification of tourism. Tourism Management. https://www.sciencedirect.com/science/article/abs/pii/S0261517716302369.

 

Draft 1: Outline

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