: Broadcasters now use VR and "spatial computing" to let fans sit "courtside" or view the game through the eyes of a player. Gamified Real Life
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: Consumers, particularly Gen Z , now spend significantly more time on social platforms and user-generated content (UGC) than on traditional TV and movies. According to National University , Gen Z spends 54% more time daily on social platforms than the average consumer.
Social media, in particular, has been linked to a range of negative effects, including addiction, anxiety, and depression. The constant stream of curated and manipulated content can create unrealistic expectations and promote consumerism and materialism.