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  • Isaac Chow

Trends that Emerged During the COVID-19 Pandemic

Since the burgeoning rise of COVID-19 in early 2020, our world seems to have turned upside down. Every aspect of our lives has been diminished, and we have been locked up in our houses for months. Our friends have seemingly disappeared, and our days have become synonymous with boredom and fatigue. We have been entrapped within the same repetitive cyclic routine.


As a result, our lifestyles have changed to adapt to these troubling times. Many people have tried to overcome their boredom and alleviate the loneliness that had resulted from COVID-19 by resorting to changes in their everyday lives.


Most of our daily activities have moved online, with conferences and meetings being held on virtual platforms. These platforms include applications such as Google Meet, Zoom, and Skype. We once used to meet on these apps once in a while, but nowadays, we often find ourselves clicking on various meeting links several times a day.


In a similar vein, virtual payments have also become more popular. New features such as online e-red packets have been introduced, allowing people to send red packets to friends and family. It does provide some solace to the younger ones, but not being able to meet up with family still hurts.


In addition, a bunch of viral games have become more popular. Games such as Wordle have become extremely viral, and many other versions of Wordle have also transpired - Dordle, Quordle, Octordle, and Sedecordle are just a few of many. Essentially, Wordle is a web-based word game that involves the guessing of words. Players have six attempts to guess a five-letter word, with feedback given for each guess in the form of colored tiles indicating when letters match or occupy the correct position.


These games, along with many others, are simple and neat - but these games have already become the norm - anything that can be used to pass time has a chance of becoming viral.


Another game that has reached new heights is Among Us. Although it was initially released in 2018, it only really became popular in 2020. The game can be played in public and private lobbies, with strangers or friends. In essence, the game involves two roles, both of which are assigned before the game starts - a crewmate or an impostor. Crewmates have to track down the impostors to win the game, and impostors have to kill crewmates to win the game. Another simple concept, but it has racked up over 530 million plays worldwide throughout the COVID-19 pandemic.


Shopping in stores has become a thing of the past - now, people are trying out methods such as e-commerce to purchase the goods they need. For example, Nike’s e-commerce sales increased greatly during the lockdown period because it offered content such as weights and dumbbells on its fitness app, allowing users to exercise from the comfort of their own homes. An 80% increase in users was observed in the first quarter, which fueled a 30 per cent increase in digital sales. Applications such as Amazon and TaoBao have become some of the most frequented websites throughout the pandemic. In addition to buying, many people have also resorted to selling their possessions to free up space within their cluttered homes. Applications such as Thredup or Carousell have become popular, allowing anyone to put their old clothes or goods up for sale, giving them a second life and owner.


People have also been spending more time in the kitchen, learning new recipes and food hacks to sustain themselves at home. Foods such as dalgona coffee, Nature’s Cereal and sourdough bread have all become greatly popular.


With many trends of old becoming trends of now, we have adapted as a society to our surroundings. Trying out new online features, games and testing new recipes have all allowed us to cope with the trials and tribulations of COVID 19.

 

References:

 

Writing: Isaac Chow

Editing: Rachel Yu

Graphics: Cynthia Mu


1 Comment


villagetalkiesdm
Aug 08, 2023

Great information!!! Thanks for your wonderful informative blog.

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