My Plan during Social Isolation
Digital Tracking enables companies to use behavioral data to drive intelligent business strategies using rich online profiles and substantial market segments. With behavioral data, marketers can see consumers’ online daily routines, including time spent on apps or sites per vertical and top apps by usage. Social Isolation has a lot of firms, schools, and institutions closed, and the way of doing this has shifted online. Students are schooling from home; people are working from home, and shopping is being done online as well. The number of digital platforms being used has multiplied, and also the number of users utilizing these platforms has grown significantly in this period. It is a hard and unexpected period for everyone, but we all have to be conversant with the World Health Organization safety rules to stay at home. We have to prevent as many people as possible from being infected as this pandemic has affected all of us (De Kort et al., 2009).. Don't use plagiarised sources.Get your custom essay just from $11/page
Shifting the tracking focus to something that can be completed while maintaining social isolation could be something that cannot be influenced by the social segregation factor or is modestly influenced by the social confinement factor. This might be a difficult task identifying what has not been affected by social isolation. When it comes to research platforms, everyone is researching what the pandemic is all about. When it comes to online shopping; everyone is shopping to ensure they are well stocked for as long as this pandemic lasts when it comes to schooling, online schooling is the only option. The chances are high that any digital platform is affected, and hence finding one that is least or not affected is disastrous. In my opinion, digital tracking right now is going to give results that have been affected by social isolation as it has become a significant factor in what people are doing indoors.
References
De Kort, Y. A., IJsselsteijn, W. A., & Poels, K. (2007). Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). Proceedings of PRESENCE, 195203, 1-9.