Sunday, January 26, 2020

Analysis of Gaming Industry Consumers

Analysis of Gaming Industry Consumers Muhammad Zafar   Ã‚   Introduction Online games are played online unlike the traditional pc and consoles games where players play against each other (Hilton 2006). This had a huge impact on games DFC intelligence (2006) estimated that the total online games revenue have grown from $3.4 billion in 2005 to over $13 billion in 2011. There are new media elements for the consumers now use to represent their expressions and communications in the online games some examples are online avatars, accessories of the avatars, decorative stuffs like furniture, background music, skins and fancy weapons used in online games (V. Lehdonvirta 2009). Also people who cant buy expensive car and likes to modify cars and likes to drive modified cars in video games buy games like Gran Turismo, Sega GT, Metropolis Street Racer, or Need for Speed Underground, also people build a virtual dream life in games like The Sims, Habbo Hotel, or Second Life or they even want to enhance their digital lives by buying rare and expensive magical artefacts in games like Morrowind, Everquest, or World of Warcraft to get connected with other players or to show others their digital valuables (Lindstrom, 2001; Nelson, 2002). The combined result is that consumers now relate themselves to digitally simulated consumption experiences. However digital virtual consumption is just materialized substance. Its popularity therefore defies the premises of utility-based explanations of consumer behaviour like a virtual car cannot take you to work; a virtual home does not keep you warm and sheltered (Castronova, 2003). Digital Items Social media is the main source of advertising through Facebook and Twitter. These sites produce high revenue for the companies but to find alternate gaming companies have now started building revenues of selling digital items to their consumers (H.S. Kang, 2003). Consumers now use these new media elements known as digital items to represent, communicate and express themselves with other online members. There are two types of digital items, 2d/3d digital items and musical digital format like songs and music. In this article the focus is on self representation through digital items and aesthetic value. Some of the common examples of digital items are digital avatars, their accessories such as clothes, shoes and hats, decorative skins and items for virtual real life games like furniture, painting, wallpapers and background skins. Usually the prices of digital items are ranges between to a few pennies to a high ranged pound price depending on the item and its value, some limited items a re very high ranged. Consumers use digital items to represent their online users. They normally take an interest in a virtual world by controlling their avatar, a character that speaks to them in the virtual environment (V. Lehdonvirta, 2005). Avatars are usually two-dimensional or three-dimensional graphical figures that represent the consumers online self (S. Webb, 2001). Consumers have more hold over avatars based interactions and can customize their avatar in a wide range of physical features and they are also willing to buy avatar features (Jin, 2009). It also enhances users vivid experiences of participants when they have an active control on the virtual environment through their digital avatars which makes them feel that they are a part of the virtual world with other users (Lehdonvirta et al., 2009; Martin, 2008, Animesh et al., 2011). Social Identity The emotional value of an advanced digital item depends essentially on what it would seem that and the degree to which marketers identify with it and utilize it in their correspondence with the consumers (A.H. Huang, D.C. Yen, X. Zhang, 2008). The two factors which are identifying as emotional value are the aesthetics and the playfulness which connects the consumers to their digital avatar. Consumers buys digital products is depends in a manner that how they view themselves or wishes to be viewed by other members. Aside from their effective utility, items have typical or prominent utilization values. The sorts of computerized things one uses additionally help to characterize the adopters group of friends. For social esteem, it can be recognized into two elements: self-image expression and relationship support. All in all through their fantasies, consumers truly wish into reality the encounters that they therefore expend. The media Games and Culture all in all, including computerized virtual spaces, are themselves subject to showcase mechanisms (Kline, Dyer-Witheford, and de Peuter, 2003). The act of buying a car (in a material sense) is in reality genuine; that is, it is acknowledged and realized in an execution of an earlier stare off into space in the psyche of a consumer. The improvement of the computerized virtual (for instance, a computer game, like World of Warcraft), in any case, may welcome a person to purchase a virtual enchantment staff. Consumers who buy virtual and digitalized items such as a magic staff is indeed real for them when they imagine it, so here we have an instrument for the realization of unique customer fantasy further than what is likely, that is accessible in the material mercantile centre (Proulx and Latzko-Toth, 2000). One of the examples of a game which allows consumers to utilize their fantasies through online platform in a game is The Sims (Consalvo, 2003). In the Sims is a game in which the user simulates a virtual life. First they create a Sims likely known as digital avatar and then they choose types of clothing and lifestyle for it and later build a house and make family. Then there is Grand theft Auto in which users who are more towards violence and American criminal lifestyle in this game user first create a character in multiplayer mode and then progress through missions and other multiplayer jobs with your online friends it is an open world game which itself is a reflection of social drama. Self-representation desire may, thusly, be improved by individual control as a persons certainty about his or her capacity, i.e., self-adequacy, to show a favoured image (Dà ¶ring 2002). The impact of online introduction self-adequacy on the desire for online self-representation can be clarified by s ocial subjective hypothesis (Bandura, 2001). It places that human conduct is persistently and widely self-managed. Online Community An online group comprises of (1) individuals, who cooperate with each other in the group; (2) reason, to give motivation to clients to take part in groups; (3) approaches, to make guidelines, conventions, and laws to guide clients conduct; and (4) PC frameworks, to bolster and intercede social association and encourage a feeling of fellowship   (Preece, 2000). An online games community is characterized as a gathering of users who cooperate with each other by means of Internet, they create a fantasy role and build up an online relationship among users, share regular interests, and enjoy their requirement for excitement by assuming their own particular virtual parts (Hsu and Lu, 2007 and Teng, in press). Origin in Asia, for instance, is a hot web based amusement that permits users to accept a virtual part to join daring exercises on the internet. In the Lineage people group, users frequently create strong attachment and endeavour to accomplish shared objectives, including overco ming a foe nation. When a player and their team mates gets a powerful item or a high skill, the players then interact with the opponent team and the opponents responds with a counter attack or runs away, these kinds of interactions have been found to have a ample impact on the success of online games since an arrangement of a more than a few successions of collaboration is in actuality an account, which can be utilized to build a play interest (Choi Kim, 2004). From the consumer view of perspective through practical observations the psychological feeling of being there and benefit instruments, for example, reasonableness, security and motivating force are exceptionally critical concerns (Chen and Yen, 2004). Motivation If a user will be extremely submerged in a virtual diversion group (understanding stream) on the off chance that he or she have accomplished coordinating aptitudes (like propelled weapons) against high players. In particular, high character skill (low test) will shrink a players desire to additionally accomplish even progressed virtual things as his or her characters general capability will as of now be better than that of others, and the other way around. Furthermore, with the expansion in the general skill of the characters possessed by a player, he or she may like to challenge propelled PC controlled players for picking up an incredible feeling of accomplishment (Kim, Oh and Lee, 2005). By this behaviour consumers are more anticipated in buying more digital items to progress further more in the game and also its an achievement for them to show other users that how far the progressed. Players with inherent inspiration may see more fun under the high vulnerability condition that makes them to feel more excitement. Then again, outwardly persuaded players may see less exchange cost when exchanging the thing with high resource specificity. Ordinarily, individuals see more exchange cost when the high resource specificity condition is given in the exchange in light of the confinement of the advantage (O. E. Williamson, 1991). Digital games also motivate players to learn new stuff about the world and culture it helps them to grow more knowledge of skills (Dickey, 2006). It is also been discussed before that digital games helps a user to develop problem solving skills (Annetta, 2008). Furthermore, motivation starts to conduct and decides its course and power. Along these lines, the desire for online self-representation fills in as an inspiration that prompts to practices, for example, the buying of digital items that empower online self-representation (Van der Heijden 200 4). Motivation likewise decides asset designation for various practices. Based on their desire for online self-representation, individuals may allocate assets toward the buying of digital items for self-representation and expend exertion toward this objective (Latham and Pinder 2005). Negations While there are positive effects of online gaming and digital world there are also some negative effects also which are due to the genre of a game like if a game is genre is violence this can relate to an aggressive outcome for the user (Anderson Bushman, 2001). Although online games recreations frequently contain comparable demonstrations of violence, recent narrative confirmation has proposed another negative behavioural impact that these games may represent that of addiction (Jansz, 2005). In 2005 The Washington Post reports that 10 people died in Korea as a result of extreme game play, also a person who was found dead in an internet cafe after continuously playing 50 hours taking very few breaks (Khazan, 2006). An individuals identity is a moderately stable antecedent of conduct in a miniaturized scale level, as it shows a persisting style of ones way of thinking, feeling, and acting in various circumstances (Stevens, 2003). Ritualized media utilize was associated with impression of imminence to the medium and convenience, substantial media users will probably proceed with their media utilize paying little reverence to the content (Huh 2004). Online game addiction is known as process addiction which is a specific type of addiction defined as behaviour enslavement which is similar to obsessive gambling and shopping. Users who are addicted play online games to form social relationship as they do to progress through the ladder, virtual relationships is more desirable to them rather than face to face interactions thats why they have their own virtual world in which their fictional digital avatar or character is real for them and they represent that as themselves to other users (Yee, 2006). Conclusion So the conclusion is that how marketers make consumers relate to games avatars and buy digital items from their real money which are the in game avatars clothing and accessories   to make it look good and show it to other users. Some of the games like Counter Strike and other combat multiplayer games have skins for the guns and knives which are bought from the real money. People now live in a digital world where they want to show themselves to others which they cant do in real life and have less confidence to even talk and socialize with others. So the developers and the marketers of the games have brought them digitized virtual reality world where they can socialize with confidence. This is a consumer behaviour theory that marketers provide consumers a game in which they can do what they imagine to do in the real world but could not do it, this is also knows as aesthetic drama. But for the consumers this all real for them the imagination and fantasy is real thats what motivates them to buy digital items in games. Self motivation is the thing which the marketers target a person because in games if a user is winning a lot of games against stronger opponents and getting higher ranked achievements through games it self-motivates them to buy in game items like background music, wallpapers, skins, digital avatar accessories and other items related to the game. This whole essay is about self-representation through a consumers view of mind and their perspective that how a game can be real to them and connects mentally and emotionally to them and how marketers motivates their desires to play more and be involve more in buying in games items and materials which encourages them to progress further. From theories and research its been proved that online gaming is on a rise and now its more advance through mobile phone games and other portable consoles and there is a major increase in online gamers who are playing online games with other players and take it is a challenge. This is the kind of motivation marketers look forward for. References Yee, N. (2006). Motivations for play in online games. CyberPsychology behavior, 9(6), 772-775. Kim, H. W., Gupta, S., Koh, J. (2011). Investigating the intention to purchase digital items in social networking communities: A customer value perspective. Information Management, 48(6), 228-234. Molesworth, M., Denegri-Knott, J. (2007). Digital play and the actualization of the consumer imagination. Games and Culture, 2(2), 114-133. Huang, E. (2012). Online experiences and virtual goods purchase intention. Internet Research, 22(3), 252-274. Hsu, C. L., Lu, H. P. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642-1659. Lee, M. C., Tsai, T. R. (2010). What drives people to continue to play online games? An extension of technology model and theory of planned behavior. Intl. journal of human-computer interaction, 26(6), 601-620. Wu, J. H., Wang, S. C., Tsai, H. H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862-1871. Guo, Y., Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. ACM Sigmis Database, 38(4), 69-76. Choi, B., Lee, I., Lee, K., Jung, S., Park, S., Kim, J. (2007, January). The effects of users motivation on their perception to trading systems of digital content accessories: Focusing on trading items in online games. In System Sciences, 2007. HICSS 2007. 40th Annual Hawaii International Conference on (pp. 161-161). IEEE. Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students problem solving and learning motivation. Computers Education, 59(2), 365-377. Kim, H. W., Chan, H. C., Kankanhalli, A. (2012). What motivates people to purchase digital items on virtual community websites? The desire for online self-presentation. Information systems research, 23(4), 1232-1245. Huh, S., Bowman, N. D. (2008). Perception and addiction of online games as a function of personality traits. Journal of Media Psychology, 13(2), 1-31.

Saturday, January 18, 2020

Neoclassicism in Architecture

Neoclassicism is the name given to Western motions in the cosmetic and ocular humanistic disciplines, literature, theater, music, and architecture that draw inspiration from the â€Å" classical † art and civilization of Ancient Greece or Ancient Rome. The chief Neo-classical motion coincided with the eighteenth century Age of Enlightenment, and continued into the early nineteenth century, recently viing with Romanticism. In architecture, the manner continued throughout the 19th, 20th and up to the twenty-first century. Neoclassicism is a resurgence of the manners and spirit of authoritative antiquity inspired straight from the classical period, which coincided and reflected the developments in doctrine and other countries of the Age of Enlightenment, and was ab initio a reaction against the surpluss of the predating Rococo manner The term â€Å" Neoclassic † was non invented until the mid-19th century, and at the clip the manner was described by such footings as â€Å" the true manner † , â€Å" reformed † and â€Å" resurgence † ; what was regarded as being revived changing well. European Neoclassicism in the ocular humanistic disciplines began. 1760 in resistance to the then-dominant Baroque and Rococo manners. Rococo architecture emphasizes grace, ornamentation and dissymmetry ; Neo-classical architecture is based on the rules of simpleness and symmetricalness, which were seen as virtuousnesss of the humanistic disciplines of Rome and Ancient Greece, and were more instantly drawn from 16th century Renaissance Classicism. From France began, advanced interior decorators began to direct work to simplify the traditional betterment, use a batch of new stuffs and procedures, but besides retains the classical plant of elegant and dignified elegance. This manner rapidly achieved success throughout Europe followed suit, has since become Europe ‘s neo-classical place civilization typical genre of import one, since infinity. New classical Chinese furniture is by and large darker colourss, flavor books appear darker. A alteration in the traditional Chinese manner furniture serious dull in colour more affinity for traditional Chinese furniture job of deficiency of comfort is besides greatly improved: some blunt Chinese furniture wood stuff can besides be fused modern soft cloth, furniture lines progressively the more humane, more ergonomic demands in the furniture. The other is the European neo-classical furniture, in colour or magnificence, or fresh and chip, or old-timer, manner and more manner. Feature contour lines began to abandon the complicated rococo period ornament, the chase of simpleness while continuing the natural beauty of European furniture. Neo-classical furniture can be divided into the new classical Chinese furniture and European neo-classical furniture classs. New classical Chinese furniture has changed the traditional Chinese furniture serious dull manner. Contour lines feature European-style neo-classical furniture is get downing to abandon the complicated rococo period ornament, the chase of simpleness while continuing the natural beauty of European furniture. Whether the new classical Chinese furniture or the Continental neo-classical furniture manner and inside informations of how different, still the chase of comfort and modern-day furniture. In the neo-classical furniture is the most of import feature is that neo-classical furniture emphasized that the â€Å" new † , instead than retro. The â€Å" new † non merely refers to new manners of furniture, refers more to the â€Å" new † content on the furniture. As described in the new classical Chinese furniture and European neo-classical furniture in visual aspect compared with traditional furniture is different and improved, but from the people ‘s deep-rooted mental position alterations and inventions. Of class, blindly freshness while disregarding the traditional civilization in the same place in the furniture is non desirable. In the neo-classical, the characteristic long as colour, followed by the furniture and trappingss. In the neo-classical, both in furniture and trappingss being able to speak Rococo and Baroque comparing, although neoclassicism is baronial and beautiful, but really practical in footings of stuffs, but besides in the stuff cost is comparatively inexpensive, so many people will follow this manner. In colour, the colour choice more stable, do non utilize bright colourss, such as: visible radiation blue, white, and so on are common. In Neoclassical colour read on more comfy, but do non experience excessively excessive, it will non experience excessively much force per unit area in the infinite. In the modern and neoclassical, and their features are beautiful and unsophisticated, simple, gorgeous, etc. and, secondly, in footings of colour and trappingss, more stable because of the colour of fresh colour is non used, so that the full infinite becomes soft and baronial. In footings of trappingss may be a figure of pictures, mirrors and the similar, non some fancy trappingss and provincial places. In today ‘s, the house is non air, many people want to utilize a little infinite into a baronial and comfy house, while on the right neoclassical modern head, so today is really popular. Neoclassic manner into a modern society, most of them appear in the furniture, for illustration: form, furniture characteristic is that there may be Phnom Penh. Among the neo-classical, the form is frequently used, it is a ornament, so we may utilize in beds, couchs and so on furniture, the whole infinite becomes baronial and elegant. As to the current neo-classical inseparable from our life because of his practical, colour, ornament, and so it is in line with today ‘s aesthetic vision, we can hold a ocular dainty, and neo-classical with a simple, non complicated, comparatively simple, there is a fresh feeling. In add-on to comfort, the kernel of classical manner is really suited for modern society. In ocular footings, people go to work outside the place is the topographic point to be the oldest, to hold a comfy infinite that people have been looking for, in add-on, the place is a topographic point to entertain invitees, when entertaining invitees, give grasp is one of the amour propre of people, so people will care about place design, but is old and neo-classical manner with a small manner, is possible with the ocular aesthetic enjoyment of contemporary society. In colour, the colour of the neoclassical are comparatively stable, non bright, I feel more fresh and comfy. Due to the impact on the environment, people want place design is more natural, so the neoclassical on line with the modern conditions, colourss more natural, and without strong feeling, for illustration: You may utilize brown ruddy without using bright ruddy, because it was excessively strong bright ruddy, and brown ruddy comparatively stable, so the usage of colour is more particular. In add-on, apart from the usage of colour instead particular sense of manner is something of concern, because people are prosecuting cutting-edge tendency, if the house looks to manner, with colour is besides really of import, and neo-classical colourss outside steady besides have a manner sense, so to be in line with the modern. In ornament, because neoclassical comparatively simple, so will non be excessively many cosmetic and ornate, modern is really appropriate, because less infinite, in order to salvage infinite, or may be put on the couch or wall pictures do some form, because neoclassical oppose gorgeous Baroque and Rococo manner, but it will mime the decor, so with a small ornament is baronial, if the cosmetic neoclassical integrating in modern times, is non the same and with particular point manner sense, but besides to run into the temper of the full infinite, because neoclassical manner is more accent on the importance of the ambiance, whether it is furniture or cosmetic points can besides do a particular atmosphere in the modern but besides really particular. Last, in today ‘s society, neoclassicism is really popular, has non disappeared because of this neo-classical manner is comparatively simple, the colour of the stuffs used are more stable, and is a really comfy infinite. Meanwhile, more practical facets of quality stuffs, fit people are more concerned about money attack is more cosmetic, but at the same clip the provincial place, fresh and yet with fashionable, in line with the demands of modern society. In add-on, the neo-classical manner and modern merger is besides really suited, for illustration: Phnom Penh couch, Zebra is one of cosmetic furniture and so on ; the whole infinite is comparatively simple and non complicated, is ideal for a batch of people at place, but outside the house local can besides be used with, because neoclassical is expensive with a high elegant ambiance in the promenade can still see, followed by cosmetic points besides in line with our demands, neoclassical aureate ratio is in line with the organic structure design, so people like neoclassical design is a ground, because he was in line with the aureate ratio, our furniture merchandises besides meet all of our ocular effects, we are able to bask every minute of comfort. Second, because neoclassical design is nostalgia, but every bit long as altering the point will be a really fashionable infinite and convey out the elegant ambiance, for illustration: batch green and white of the lucifer, but besides show the neoclassical manner.

Friday, January 10, 2020

Luxury vehicle Essay

1. Cadillac introduced it’s new luxury SUV that is called the Escalade, and they had no idea in what direction it would lead to. To their surprise, it becomes a instant classic and the most popular truck on the market. They weren’t set out to target a specific customer base, they just wanted to keep up with the SUV craze. They saw other companies putting out similar vehicles, so they wanted to dip into that market. Once it released, it seemed to become a staple in the hip hop community, sports world, and for regular customers looking for a luxury SUV. It became most prominent however in the hip hop and sports cultures. You see tons of athletes arriving to the games in their escalades, and a lot of hip hop artists have them featured in their music videos. For some reason, it just excelled in the market, and there is really no particular reason for it. It could be because of how unique it looks, the luxurious features, or just off the time it was released. The music and sports industry started to boom so there was a lot of money to be spent and the Escalade was the newest and hottest item on the street. 2. The Escalade became so popular I believe for the power it represents. I feel that if you own a Escalade, you have a sense of power in a way. Whether it shows that you have money, a sense of style, or anything else, it just brings off a certain type of vibe. It shows some type of boldness as well, because you think of personality when you think of an Escalade. When you look at one, you notice first how the shiny grill stands out and just how luxurious the car is. I think in a way Cadillac has extended its appeal because now a lot of the Cadillacs feature the shiny grill. You also see its influence on other vehicles, because a lot of competitors base their models off of it and try to make some similarities. 3. Other companies have a lot to learn from the Escalade. If they do it right, maybe they can become the leader in luxury SUVs. It’s all about whom you have to endorse your product and how you market it out to the public. Cadillac know it has many endorsers that are famous and widely known throughout the world. When you have people of that magnitude openly using your products, you gain a tremendous amount of recognition. Also, before you come up with a new concept or design, you should allow potential customers to see the product to see if it would be something they would like. If you market your product correctly, there is a good chance that it will be successful just like the Cadillac Escalade. Case Study Cadillac is one of the most popular vehicle brands in the United States to this date. As Americans, we tend to treat it differently because it is the luxury brand of our Country. Since it is an American made car, we take a sense of pride in it, and owning one is something special. In 1998 there started to be a craze for mid size SUVs, and just like every other vehicle company, Cadillac had some thoughts in mind. They released their brand new line of the Cadillac Escalade, a large luxurious SUV. When they originally released it, they felt that their market would be traditional customers, but boy, where they wrong. In fact, it was the complete opposite. The Escalade seemed to become nationally recognized when it was constantly featured in hip hop videos, commercials, and the sports industry. While Cadillac didn’t intend to get into those specific markets, I’m sure they aren’t complaining because of how much recognition it gave them. However, it does seem to brush off a certain bad image when you see it featured in some of those ways. When you see a Escalade in a hip hop video that has drugs, half naked women, and curse words, it may rub some of your other customers off. It can be seen as a gang car, and you certainly don’t want to be driving one of those in certain areas. A regular family can be in the market for a SUV, but they may get a negative vibe from the Escalade because it may come off as being too â€Å"hood† or â€Å"ghetto† for them. I’m not too sure how a car can gain that characteristic, but I understand by it being featured and abused in certain ways, it can portray a negative image. Cadillac can feature their products in certain ways, and be able to be seen as a positive vehicle that is made for everybody. They can limit their exposure in hip hop videos if they feel that is necessary. When you see certain commercials you notice that the brand symbol is blurred out. If Cadillac saw this as a dilemma, they can gain access to have their emblems blurred out in rap videos that feature bad behavior. They can still gain national recognition by more of a formal type of commercial. This way, you do not offend any particular race, and show that the vehicle is suitable for people of all ages, color, and race. Cadillac has become on of the mot powerful and influential car brand, that I feel they don’t need to do too much to market themselves. They already have a tremendously large market.

Thursday, January 2, 2020

Fahrenheit 451 By Ray Bradbury - 1487 Words

Society can become dangerous when the government is in control of our lives. No one reads books, technology is minimizing relationships, and people don’t appreciate the outdoors as much anymore, the main character in Fahrenheit 451 begins to disregard the rules that the society has made. One person is able to change the way of a society by being willing to change and think for themselves. Bradbury is trying to predict and warn us on the dangers that are ahead if we keep continuing to rely on technology, machines, and forget the old ways of doing things. Those things such as reading books and newspapers, communicating face to face and not over social media or the phone, and figuring things out for ourselves. Bradbury wants to keep us†¦show more content†¦In the society of Fahrenheit 451 they are banned from books and are told what they know. In today’s society you are seeing more and more people reading news on the Internet or their phone, and not going out to buy newspapers. The same thing is happening with books. With all the new advanced technology coming out everybody is starting to buy e-readers and not going to buy books. All the latest gossip and celebrity news are starting to overtake books and real news that is happening in the world today. In Fahrenheit 451 they are told everything they know, reading books is discouraged and frowned upon. Not even taking care of the kids â€Å"you heave them into the parlor and turn the switch† not even paying attention â€Å"it’s like washing clothes, stuff the laundry in and shut the lid† (Bradbury 96). Bradbury predicts a future where Television and technology shapes individuals. The people in the Fahrenheit 451 society can’t read a book and they only depend on the government and television to tell them how they should live their lives. We are starting to not pay attention to what is happening in today’s society, like watching your clothes in a laundry mach ine you don’t pay attention to what is going on while the clothes are being washed. This relates to our society by we don’t pay attention to what is going on, and happening while we are living our lives because we are so caught up in technology rather than staying