Look what we have here, ladies & gentleman! After a month and a half waiting for the continuation of the Digital vs. Physical series, the Books post is here!
_________________________________________________________________________________
For those that are unaware of this "series", check out the Prologue post. I update it after each subsequent post, with links to every segment. For this post we'll take a look at what physical and digital versions of books have over each other, and how the digital era has impacted both forms of media.
Books have been around for hundreds of years, and they've evolved through the decades. In the beginning books were written by hand. Typically only one copy would ever exist of any given book. This makes since, given how long it could take to re-write a book, especially if it had hand drawn images. Not to mention the fact that the first books were also very difficult to "check out" or borrow. This was because books were originally walls. Dating way back to the early caveman's paintings. Later on during the Egyptian era, carvings were still a primary medium.
However, tablets became an option.
Later on we moved to scrolls and parchments.
Finally, we entered the era of bound books. These could store infinitely more information than tablets and scrolls. The first iteration of books were called a Codex.
Once we reached the point of the printing press by Johannes Gutenberg (around 1440), stone and "codices" became a thing of the past. In the 1800 and 1900 printing vastly improved, especially in the late 1900's, when computers begin to contribute to the process.
Alright, now that the history "lesson" (yes, it was short and doesn't really give too much details), lets look at how physical books stack up to digital books (read as: eBooks). Throughout my 23 years on this earth, I have gone to book stores more times than I can count. Honestly, I love going to book stores. You find so many new authors and sometimes even sub-genres that you never knew existed (I'm going to be posting a video of my recent Barnes & Nobel trip to YouTube sometime soon, hopefully this coming week). Sure, you can find them through random searches, and Amazon's recommendations, but the feeling of walking through a large Brick and Mortar store, full of "knowledge" (obviously it's not all pure knowledge, especially the vampire and romance sections... can we boycott these genres already?). Books come in so many shapes and sizes! From full size, to large print, pocket sized language books to the JUMBO Atlas. Barnes and Noble is great for new books, but I also love going to used book stores. Something you'll never find in an eBook is a first edition of classic books like the Hobbit, in worn condition. Why did I add the last bit in (worn)? Because wear and tare is the truest indicator of a good book. Books frequently go down in price, and used books definitely tend to cost less than a brand new copy.
However, books aren't perfect. Traveling can make reading difficult if you have limited space. It's difficult, and VERY expensive to bring a large collection of books on a flight. Similarly, traveling with course/school books is unpleasant. In college I had several books that were easily 1000 pages. Lugging them to and from class everyday was anything but fun.
Enter eBooks and Audio books. To be honest, I've traveled quite a bit in the last 2 years. Flying for work and interviews, as well as vacationing. On my nook I have a decent little library of my favorite books, as well as many others I would like to read, and quite a few CS related books for work and side-projects. On my phone I have a decent little collection of audio books from Audible. In two devices weighing maybe two pounds, tops, I have more digital books than I do physical books, and yet I can take that little library of mine anywhere. This is by far the greatest benefit of digital books; portability. Not only can you have a library in your pocket, but you can also have that same library on your computer(s), tablet, and in the cloud. I'll also note that it's nice not having to worry about bookmarks falling out, or dropping the book and losing your place.
While you really can't sell back eBooks and Audio books (which is a benefit of physical books, especially for college students... those books are WAY too expensive!), they are frequently cheaper. Unfortunately, DRM's (Digital Rights Management) are embedded into most eBooks and audio books, which can make it difficult to use them on all of your preferred devices. For example, Amazons Kindle eBooks requires either a Kindle or the Kindle eReader app in order to read the books you purchased. Audio books purchased from Amazon (actually, through Audible) require the Audible app to listen to the audio books you purchased. Whereas physically books just require your eyes (or hands if you're reading braille), and a means of turning the pages. DRM's are frequently subjects of heated debate, but I'll save that topic for another day.
Honestly, I have found that I use both eBooks and physical books. If I really enjoy a eBook, you can bet that I'll be picking up a physical copy! Frequently I hear people say that books are dying, and that everyone is moving to eBooks and Audio books. But to be honest, I don't think this will happen any time soon. After all, authors and readers love Book Signing events.
This is the blog of Orion, which coincidentally is me. This is just a place where I will post all sorts of thoughts, idea's, opinions, questions, reviews (of technology, software and games), as well as the occasional rant or rave about things in my life. You're free to take a look and respond to anything that strikes your interest. :)
Showing posts with label Opinion. Show all posts
Showing posts with label Opinion. Show all posts
Sunday, July 6, 2014
Sunday, May 18, 2014
Digital vs. Physical: Music
This is Part 3 of my “Digital vs. Physical” series. For those just joining, that have not read the prologue post, this series is about digital and physical media, such as games and music, and TV shows.
To be honest, I personally feel like there is very little to debate about for this topic. Seriously. In many ways I would consider music and audio based media to be trailblazers for digital content. When Napster was released in 1999, it took off relatively quickly, for the time. It allowed users to download MP3 files of their favorite music via P2P network. By January of 2001, it had over 10 million users.
Napster was closed down by a court order in the summer. However, digital music continued in the form of Apples iTunes service. While it was best used with Apple devices, such as iPods, iPads, and iPhones, it still garnered attention (and use) from consumers on every platform. In February of 2013, Apple celebrated 25 billion songs sold. In fact, at the time Apple claimed that over 15,000 songs were being downloaded per minute.
I remember 15 years ago, when CD's were the preferred means of getting your music fix. It was what felt like a million times better than cassettes. Even in high school, August 2005 - June 2009, CD's were the "it" medium for music. Sure, many people had iPhones and iPods, as well as Sony Erickson Walkman, and even a few Zunes, but most of the people I knew still used CD's. In college I noticed the quick transition from CD's to downloaded music. But is purchasing a digital copy really the best solution?
Over the past few years there has been a tremendous push to transition from downloading music and paying per song or album, to streaming. Sure, in some cases we still download the music for offline enjoyment, but we don't expect to pay per song all that much anymore. Here are the 13 most well known streaming services (some, like Xbox Music will allow you to download the music for offline listening).
Catalog | Quality | Platforms | Price | |
Beats Music | 20m | 320 Kbps | Android, iOS, Web, Windows | $10/mo. |
Google Play | 20m | 320 Kbps | Android, iOS, Web | Free or $10/mo. extras |
Grooveshark | Unknown | Unknown | Android, Web | Free w/ads, $6/mo., $9/mo. mobile |
iHeartRadio | 15m | Unknown | Android, BlackBerry, iOS, Web, Windows, Xbox | Free |
iTunes Radio | 26m | 256 Kbps | Apple TV, iOS, OS X, Windows | Free w/ads or $25/yr |
Last.fm | Variable | 128 Kbps | Android, iOS, Linux, OS X, Windows, Sonos, Web | Free or $3/mo. extras |
Sony Music | 25m | 320 Kbps | Android, iOS, PlayStation, Web, TVs | $5/mo. or $10/mo. mobile |
Pandora | 1m | 192 Kbps | Android, BlackBerry, iOS, Roku, Sonos, Web, Xbox | Free w/ads or $5/mo. |
Rhapsody | 32m | 192 Kbps | Android, iOS, Web, Windows, Xbox | $10/mo. |
Rdio | 20m | 192 Kbps | Android, BlackBerry, iOS, OS X, Web, Windows | $5/mo., $10/mo. mobile, $18/mo. family |
Slacker | 13m | 128 Kbps | Android, iOS, Web, Windows, Xbox | Free w/ads, $4/mo., $10/mo. extras |
Spotify | 20m | 320 Kbps | Android, BlackBerry, iOS, OS X, Windows | $10/mo. |
Xbox Music | 30m | 192 Kbps | Android, iOS, Web, Windows, Xbox | $10/mo., $60/yr for Xbox Live to listen on Xbox |
*Table is compliments of Time.com's article "13 Streaming Music Services Compared by Price, Quality, Catalog Size and More".
Chances are, no matter which service you pick, you'll find plenty of your top music picks available. Services like Google Play, Spotify and Xbox Music often times add music right as it becomes available (personally, I have never been unable to find a song I am looking for). Streaming services offer such a wide variety. Even if you only listen to 15 new songs a month, you're going to at least break-even in terms of getting a digital copy or streaming, over purchasing an actual CD.
To add further fuel to the "digital" fire, podcasts really weren't something you could get with cassettes and CD's. iTunes and Xbox Music allow you to download (and at least with Xbox Music, stream) podcasts from multiple devices, without having to pay per podcast episode. This has been one of my personal biggest draws to digital audio media (if you haven't checked out "We're Alive", you really should!).
Okay, sure, there are still a few times you may want to pickup a physical copy of music, such as the Wu-Tang's Secret Album. Or maybe if you have a multi-CD changer, or just plain prefer CD's. But personally, I have found that fewer and fewer people even consider using CD's. It used to be that CD's were a hit on long drives, such as road-trips. But now, it's cellphones and MP3 players. Even if your car doesn't have built in support for playing media from phones and MP3 players, there are cheap workarounds (such as cassettes with an auxiliary cord for your mobile device). This is probably the only point in this series where I will say this: Physical versions of audio based media is all but dead, in the eyes of the average and modern consumers.
Labels:
Digital Content,
Media,
Opinion,
Physical Content,
Technology
Tuesday, April 29, 2014
Digital vs. Physical: Movies & TV
This is Part 2 of my “Digital vs. Physical” series. For those just joining, that have not read the prologue post, this series is about digital and physical media, such as games and TV shows.
It feels like
just yesterday the world was moving from VHS to DVD’s. For my family, this was
back in ~2004. Sure, we had CD’s for several years prior to acquiring our first
DVD (Lord of the Rings – The Fellowship of the Ring Directors Cut), but
switching to DVD’s kind of felt like a huge leap. The ability to jump from one
scene to the next, and never needing to rewind a movie before returning it to a
movie store (pretty sure newer generations will never know of places like
Blockbuster and Hollywood Video), or putting it back on the shelf. But it
already feels like that time has come and gone… more or less. Blu-ray almost
feel obsolete already. Why? Because digital content has made a big impact on
the video industry.
When it comes
to purchasing a physical copy of a movie or show, we used to have quite a few
more options. From mom & pop video stores, to chain stores like Blockbuster
and Hollywood Video, there really wasn’t a shortage of varying prices on used
videos. Of course there are also a large variety of stores to purchase new
copies, as well. To top that off you could (and still can) buy collectors
editions, directors cuts, complete (i.e. LOTR Series) and semi-complete (i.e. Harry
Potter 1 – 4) series, regular, HD,
widescreen, Blu-ray, multi-disk with different versions of the movie, and even triple(+)
packs that included multiple physical copies and a digital (usually “violet”)
copy of the movie. Of course there are also options like 3-for-1 movie packs
(Disney has taken to doing this for short movies). With Amazons frequent sales
of DVD’s (movies and shows) for dirt cheap (purchased Warm Bodies for $3 last
November), what’s not to love?
Queue the next
generation of media: Digital. Xbox Video, Amazon Instant Video, the iTunes and
the Google Play store offer similarly priced digital versions of movies and
shows, with the benefit of mobility. Own a smart TV or console? Why not play
your recently purchased movie on the big screen for everyone to enjoy? Of
course you can also load that movie or show on your tablet, phone or computer.
Pretty great right? In many ways, the prices are pretty comparable. Let’s take
a look at Disney’s recent release, Frozen.
Unsurprisingly Amazon is pushing purchasing a
digital copy, over “waiting” for a physical one.
Walmart offers a digital copy of Frozen
through VuDu, but they only list the rental price on the search page.
However, I know very few
people that have purchased digital copies of movies. Why? Because the
limitations to viewing and accessing a digital copy of the movie. Amazon works
out one of the better options, as it’s viewable on computers, consoles and 2 of
the 3 main mobile ecosystems (Windows Phone being the odd-man-out). The
services that allow you to download the movie, such as Xbox Video or iTunes,
use DRM’s that prevent you from using it on other systems. Personally, I am
primarily in the Micrtosoft ecosystem, more than the others, so this wouldn’t
necessarily be an issue for me. But one of the intersting parts of digital
versions, is being able to purchase a season in advance, and view it as it airs.
Lets use one of my personal favorite shows, The Simpsons, as an example.
The Simpsons: Season 25 on Xbox Video |
The Simpsons: Season 25 on Google Play |
While I love The Simpsons, I
could never seeing myself paying $40 or $50 for a season. I’d much rather wait
a few years for the price to drop. Plus, for a little more than the cost of one
season, I can view several shows and movies throughout the entire year.
Enter the
binge-watchers best friend: streaming. A few years ago Netflix started the slow
migration to streaming. You could say that the industry was paying close
attention. Admittedly, much to my surprise, the concept took off like a rocket.
Sure, when you stream through Netflix, Hulu, or Amazon Prime + Instant Video,
you’re not always getting the latest and greatest, and you only have access
when internet is available. But that seems to matter very little to the masses.
For those who want the latest shows, and don’t mind commercials, there’s Hulu.
If you’re okay with waiting till a show is available on DVD, than Netflix may
be more your cup-o-tea. Amazon is pretty hit or miss in terms of what you’ll be
getting, but it’s usually older content (though they’re working on bridging the
gap). Here’s a quick break down:
For the purpose of this breakdown:
Movies = $20; Seasons = $30
Netflix:
$8 a month = $96 a year = ~5 movies = 3 seasons of a show
Hulu:
Free – limited shows though
Hulu
Plus: $8 a month = $96 a year = ~5 movies = 3 seasons of a show
Amazon
Prime + Instant Video: $100 a year = 5 movies 3 seasons of a show
*Added
benefit of all the various perks of being a Prime member
The main drawback to streaming is the
frequent lack of newer content isn’t always available. Case and point, Netflix’s
lack of Disney’s Frozen:
![]() |
Disney's Frozen on Netflix for Windows 8 |
This is an area where digital purchases
could fill the gap. But, while digital copies seem nice, most people prefer the
idea of streaming, despite the lack of newer content. It’s easy to understand
this though, as streaming is truly flexible. You’re not tied down by a DRM, and
you can access it from all over the place.
Sure, it doesn’t necessarily work well
for in-travel entertainment, like flying or road-trips. This would be a great
time to use downloaded copies instead. But this seems to be the point that
consumers turn to eBooks and music, rather than catching up on a show or movie.
Unless of course you’re on a flight that offers movies and/or shows for your
entertainment needs. Which can be a nice perk.
Similar to gaming, digital movies and
shows lack certain appealing “benefits”. Digital copies from most services take
their time quite a while to drop in price. In fact, I find it a bit comical when
Amazon drops the price of something they have to ship to me, but doesn’t
decrease the price of the digital version. And of course, being able to resell
physical copies and get awesome collectors additions such as the Stargate SG1 collector’s
edition or the Superman: Man of Steel collector’s edition.
Stargate SG1 collector’s edition |
Superman: Man of Steel collector’s edition |
From a personal standpoint, digital
content purchasing would be much more appealing if it was priced more competitively.
But for now, I think the average consumer is going to stick with purchasing
physical copies and streaming. To be honest, collector’s editions could still
be amazing if, instead of disks, you received a download code that went along with
the collector’s memorabilia.
Labels:
Digital Content,
Media,
Opinion,
Physical Content,
Technology
Saturday, April 26, 2014
Digital vs. Physical: Gaming
This is Part 1 of my “Digital vs. Physical” series. For those just joining, that have not read the prologue post, this series is about digital and physical media, such as games and TV shows. I’ll leave the “other” types of digital and physical comparisons up to other sources.
When thinking about purchasing a game, the average consumer
may think it comes down to personal preference. After all, why would there be a
difference in what the product offers, just because the mediums are different? They
both run on my PC/Handled device/Console. I have to install both on my PC/Xbox
One/PS4. Neither appears to run differently. It is easy to draw the conclusion
that the two are “essentially” the same, based on those assertions. But are they
really that similar? What most people may not consider, is just how different
the long-term experiences can be.
Let’s start by looking at the purchasing experiences. Preordering
games is a fairly common practice among gamers of all types. Many of my friends
and family members enjoy lining up for midnight releases, especially for major
titles like Halo, Dark Souls, Gears of War, and Skyrim. What not to love? You’re
standing outside, waiting for the big release, talking to others that are just as
excited. This experience is not available if you preorder a digital copy. But
no matter how you purchased the game, you probably even scheduled the next day
(or next few days) off at work, so that you can stay home and game non-stop. In
college I knew more than a few people that would skip a day or two of class to
play the latest game… or catch up on sleep after waiting till midnight to acquire
said game. The difference of course, is that purchasing a digital copy means
staying at home and getting the game the very second it’s made available. Rather
than waiting in line, and having to drive home, you only need to wait for the
game to download. But what if you have a slower internet connection? Let’s take
a look at how long it would take to download a newer game at 1mb/ps and the
speed I have, which is 50mb/ps.
Internet is advertised in megabits,
not megabytes. 1MB (megabyte) = 8mb (megabits)
Newer “big title” games often have
10GB (gigabytes) or more of content.
10GB = 10240MB = 81920mb
81920mb / 1mbps = 81920 seconds = 1365
minutes = 22 hours
10GB = 10240MB = 81920mb
81920mb / 50mbps = 1638 seconds = 27
minutes
Once you calculate the time it would actually take on your
internet speed, the appeal could quickly subside. Especially since we rarely
see the speeds we are actually paying for. For example, my parents pay for 2mb/ps
download speed, but typically only receive 1mb. I am paying for 50mb, but often
see speeds of up to 53mb/ps. But it can dip as low as 20 or 30mb/ps.
If you want to play the game as soon as possible, it may be
more reasonable to drive to the store and pick up your preordered copy. But
what if you don’t want to wait till midnight? You could always order it online
from retailers such as Amazon, who would “guarantee” that you’ll receive it the
same day it comes out. Of course, it may not arrive till the evening or if you’re
not home when it’s supposed to be delivered you may have to wait a little
longer for that physical copy. The other issue would be the case of limited
physical copies. It’s less likely that a major retailer like Amazon will run
out, than a smaller retailer like GameStop. If retailers run out of physical
copies during the preorder phase, you may have to wait till after it’s
released. However, I’ve never personally heard of a retailer running out of
digital copies. In fact, GreenMan Gaming and Steam will often times offer sales
during the preorder phase, where you can get bonus content, and possibly shave
a few dollars off the final price tag.
One of the best parts of preordering a game, is the
exclusives. Each retailer often times will have something different. Let’s use
the upcoming title “Watch Dogs” as an example.
GameStop is offering an exclusive
mission and some in game bonuses.
Amazon is offering its own
exclusive mission, and an exclusive weapon and outfit.
BestBuy is offering another
exclusive mission and a vehicle perk.
Walmart is offering a theme pack reward.
Making the decision between which exclusives to get can be
tough enough on its own. But, unless you are gaming on a PC and preorder
through Amazon, none of these exclusives are available for digital copies of
the game. Granted, Steam has you covered with two offerings:
For $60 you get an exclusive outfit
and weapon perk in the standard game addition.
For $70 you get a nice batch of
exclusives not available from the other retailers, with the deluxe version of
the game.
But what if you want to get the limited addition, with nice
goodies like the bandanna, art book and statue?
Unfortunately, if you want this version, it’s only available
with a physical version of the game. It sure would be nice if you could get the
items in the collector’s editions of games with a digital copy of the game itself.
But unfortunately that isn’t something offered by companies at this time. For
average and hobbyist gamers, this really isn’t an issue. They really just want
the game. But for others, collector’s editions are an important part of the experience.
But what if you’re not into preorders, or wait to buy
games? Many people prefer to wait before buying new games. After all, $60
per-game is a lot to spend, especially since not all games offer a sand-box
experience, which may limit the replay-ability. If you’re more into
lending/barrowing games from friends and family, renting from services like
GameFly, or buying them used from retailers like GameStop or eBay or a garage
sale, than digital copies probably aren’t for you. Unfortunately used games
aren’t available in the digital marketplace. Granted, the Xbox One and Steam
allow friends/family to stream each other’s games, but that doesn’t help you
buy your own copy at a lower price. Additionally, marketplaces on consoles, and
services like EA’s Origin take their time at decreasing prices and having sales
for new releases, especially if it’s selling well. Additionally, if you no
longer play a game or purchased the Game of the Year (GOTY) edition or maybe
switched to another version of the game (collectors, limited addition,
alternate system), you can’t sell a digital copy at this time. This leads into
what could be considered as the biggest issue consumers have with switching to
digital mediums.
Ownership is one of the biggest issues consumers have with
digital content. When you purchase a digital copy of a game, who really owns
it? There are plenty of people that will say “if I purchased it, than I own it”.
However, the reality is quite the opposite. Typically when you purchase a digital
copy of a game, you don’t get a stand-alone installer. Instead, the game is downloaded
and installed through a service you have a membership with. A few of the most
common being Steam, Origin, Xbox Live, and PlayStation Plus. What if you are
banned from the service, for whatever reason, or (less likely) the service
shuts down completely. If you have to login to the service in order to play the
game, you most likely won’t be able to play the game anymore. This would be
especially unpleasant if over several years you spent hundreds of dollars on
games, but no longer have access to them. But there is a silver lining.
Not having a disk can have a few advantages. With PC games,
you’re limited by Keys and Registration Codes. This is meant to make it more
difficult to sell a game and still own it, or illegally share a game. However,
you rarely have to worry about these with a digital copy, even though Steam
still gives you one. This is because your game is tied to your account, and you
can only play the game through Steams service. Plus, you can’t sell the game or
give it to someone else. Additionally, not owning a disk means not having to
put a disk in every time you want to play the game. With computer manufacturers
moving away from including optical (CD/DVD/BluRay) drives, this is becoming
more of an issue. But even with consoles, it’s nice not having to switch games
out whenever you want to play something.
What if a game-changer occurred in
the industry? Streaming is a fairly common practice nowadays in the TV, Movie
and Music industries. It’s affordable for consumers, and offers nice benefits,
such as having access to it on multiple devices/systems. Unfortunately, there’s
only two real streaming options at this time, and they primarily work on PC’s
and tablets; CloudLift and PlayPack from OnLive. For $10 a month, you can
stream ~250 (and growing) games on various devices. And for $7.95 a month, you
can stream games you already own, rather than having to install them. These
prices are fairly comparable to streaming music and movies. What if the game is
only available on PC’s and I want to play it on a MAC or tablet? Not a problem!
Both services use OnLives own program/app to stream the game, so you never have
to install anything.
While OnLive is the only major offering at this time, both Sony and Microsoft are planning on competing services. Steam is part way there, with the ability to stream friends and family member’s games (as mentioned above). The problem with this setup is that, at this time, quality is based off of your internet connection. If you have a slower connection, the experience may be quite a bit less pleasant. And of course, like with all streaming services, you can only stream something when you’re connected to the internet (logical, but still a downside). For consumers that have limited data, like is common with cellphone plans, streaming probably is the most suitable option as it can quickly consume your monthly allocation.
It’s a give-and-take situation,
which breaks down to personal preferences. That’s right, after reading this
long post, it still comes down to your own preferences. Some people may choose
to mix it up and use both. But at the end of the day, neither is necessarily
better. It’s all about which is better for you, the consumer. If you don’t plan
on selling games or buying them use, generally buy them after they’ve been out
for a while and have no issue waiting for the game to download, than digital is
probably right up your alley. But if that’s important to you, or you need to
have that sense of ownership that only comes from the physical disk, than
digital probably isn’t for you.
Labels:
Digital Content,
Gaming,
Media,
Opinion,
Physical Content,
Technology
Digital Content vs Physical Content - Prologue
Being in the tech industry, I find that as we slowly move towards
the "Digital World", more and more friends and family members ask “Which is better: digital or physical content?”, “Which do you use?”, and “Should I make the switch?”. These kinds
of questions more commonly come from older friends, family members, and
co-workers. But I've noticed that once you hit a specific age range, say 50
years or older, fewer ask, and more say "Physical is always better".
Whereas with younger generations, I have noticed that more people lean towards
digital content.
Personally, I've found that the real question is, which one is
really better for the average consumer? This has of course lead to several
other sub questions:
- What are the
pros and cons of each?
- Why is one
really better than the other, or are they on equal-footing?
- Why do people
insist one is inherently better than the other?
- What are the
real benefits of each?
- Why would
companies want to make the switch from physical to digital?
After thinking about it for a while, and researching both, I've
come to realize that the situation is different for media category. Rather than
writing a single long post trying to effectively compare digital and physical
media offerings, I've decided to create a series of posts. Over the next few
weeks I will post about the following topics:
- Digital vs. Physical: Gaming
- Digital vs. Physical: TV & Movies
- Digital vs. Physical: Music
- Digital vs. Physical: Books
- Digital vs.
Physical: News & Magazines
- How does the
world benefit from Digital Content?
- How do companies
benefit from making the switch?
- What about
software?
- Which do I
prefer?
- Wrap-Up
Through this series I hope to cover everything mentioned above in
a high level of detail. Hopefully this will be of some use to others later on,
as I personally have rather enjoyed researching the nitty-gritty details.
Enjoy!
P.S. If you have any tips or requests for what you’d like
to see in these posts, please let me know in the comments! J
Labels:
Digital Content,
Media,
Opinion,
Physical Content,
Technology
Subscribe to:
Posts (Atom)