Include all of the following information for EVERY article. This information is not part of the ¾ - 1 page summary./; First and last name of person 1 submitting the article: Keon Simms Name of article: The Typical Gamer Isn't Who You Think Anymore Author(s) Ruben Circelli Date of article: Feb 24, 2023 Article URL: https://epicstream.com/article/the-typical-gamer-isnt-who-you-think-a nymore This article makes the claim that “gamers” or people that play video games regularly, are not primarily young adults anymore. A recent study from ExpressVPN showed that the demographics of gamers between ages 30 and 40 played video games daily much more than gamers aged around their 20s. The article says that older gamers are playing video games more than younger gamers due to older gamers playing through video games in their lives for longer, being more attached to the medium than younger gamers who are just entering. In terms of generational comparison, the article says that from that same study, it reveals that “Generation Z” are not the demographic spending the most time and money on video games, but “Millennials”, the older generation of the two are statistically spending the most time and money on video games. The article states that there isn’t an understandable reason why this may be the case, but assumes that younger generations play games on mobile phones and tablets, while older generations have played on specialized consoles with full games to purchase. Additionally, this study also measured emotional comparisons between male and female gamers, highlighting that being a “gamer” isn’t just something that applies to boys and men, but also girls and women of those same generations. This showcases that females are getting more into games as the years go on, with this report also highlighting that the most popular type of game for women (as of the time of the report), was the “Call of Duty” series of games, coming from 46% of the female participants of the survey. Completely subverting the usual expectations that young boys are the primary gamers of all time, when that isn’t the case. Include all of the following information for EVERY article. This information is not part of the ¾ - 1 page summary./; First and last name of person 1 submitting the article: Keon Simms Name of article: The Immersive Media Obsession: Gen Z Can’t Get Enough Author(s): Dan Edelstein Date of article: Feb 22, 2023 Article URL: https://www.yahoo.com/now/immersive-media-obsession-gen-z-15431 9812.html This article, quoted by its own summary, is about Everyrealm, an immersive media company that aims towards developing and investing in business, releasing an “immersive media market report”, which was an industry survey about the rise of the immersive media industry. The report claims that younger generations are in a transition period from 2D social media platforms (such as Twitter, or Facebook) to social, virtual video game platforms (such as Steam’s VR Chat and Roblox). The report also notes that younger audiences feel more engaged by virtual social platforms than the current standards of social media platforms, as users on those platforms can not only hang out and meet up with friends, but engage in several different activities on the same platform using in-game currencies, and create their own entertainment and content. The article then states that the rise of immersive media and virtual worlds have ultimately changed how younger generations socialize, as it claims nearly 90% of “Gen Z” and “Gen Alpha” consider themselves “gamers” and feel as they can engage and express themselves better on virtual platforms than they can on the 2D platforms. The article then goes on to quote Everyrealm’s CEO Janine Yorio, who notes: “Companies need to prepare for the rise of immersive media if they want to find younger audiences. Businesses and marketers must prepare for the rise of immersive media by adapting to this new reality if they want to remain relevant and capture the attention of the next generation of consumers.” The future of gaming and social media, according to the article, appears to rest in the hands of the newest generations and their engagement on new platforms.