Tuesday, August 12, 2025

12 Powerful Daily Mantras

While I deem myself to be a quiet and balanced person, I don't always wake up on the right side of the bed. On days that I don't, I could use a daily reminder to see the positive side of life and its many experiences. So, here are some of my favorite mantras that I turn to that always seem to brighten up my day. I hope that they do the same for you. 

1. There are blessings hidden everywhere, I'll find them.
 
2. I'm whole, I'm creative and I'm capable of change.
 
3. I focus on how I feel, not what I want to achieve.
 
4. I'm enough, I've enough and I'm doing enough. I accept myself and my life fully now.
 
5. Today, accept what is, than resenting what isn't.
 
6. Just to be alive is a grand thing
 
7. My breath will be deep and my heart will be open. 
 
8. I am not a drop in the ocean. I'm the entire ocean in a drop.
 
9. I honour my spirit and trust my vibes. 
 
10. Don't postpone joy. 
 
11.  Progress is more important than perfection.
 
12. I'm the one in control of how I see myself. 
 
 
 

This is only for your information, kindly take the advice of your doctor for medicines, exercises and so on.   

 

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Sunday, August 29, 2021

The Joy of Walking in Games

Here's what you need to know about walking simulators and the psychological benefits of how games can offer a much-needed escape. 
 
When the world locked down, I chose to walk. In a world that was slowly closing in, wandering the vast landscapes of walking simulator games felt like a release. I immersed myself in the lives of others: people who were on journeys of their own, my outer and inner worlds blending into one.

I haven’t been alone, either. People turned to video games in droves during the pandemic, and game companies recorded record profits. The philosopher and theologian Saint Augustine coined the Latin phrase “Solvitur ambulando,” meaning “It is solved by walking,” and walking—albeit virtually, is where I turned to steady my mind.

Walking simulators are usually exploration games that focus on your experience as a player. They rely heavily on strong storytelling to hook players in, by putting the player’s experience at the heart of the experience. Compared to general games, they are often short and sweet, but nonetheless impactful, living on in the minds of players long after they have finished.

What Does a Walking Simulator Look Like?

In Everybody’s Gone to the Rapture, the story is a nonlinear radio play, with a science-fiction eeriness that would not be out of place in an H. G. Wells novel. The potent sense of place and the lives of its inhabitants are what sets the game apart. Players walk around the abandoned Shropshire village of Yaughton accompanied by a glowing orb that guides them from location to location. While Yaughton is fictional, the county where Yaughton is based, Shropshire, is a place I know in real life, and the interiors and village design were startlingly realistic.

That level of detail can be found throughout the game, from the placement of vases in the houses at the top of the stairs to the farmer’s house with farming equipment on his kitchen table—and in devastating contrast, a room laden with makeshift hospital equipment where he had been previously caring for his wife. It is one of the very few games I have played where I felt like I was snooping through actual personal belongings as a literal home invader. Every location captures the humanity of a person who lives in the village, and the overwhelming sense of loss you feel while exploring the abandoned remains is palpable.

Dear Esther is another well-known walking simulator game, set on an uninhabited island off the coast of Scotland. Playing it is a surreal experience, with an ethereal, haunting atmosphere hanging over you as you discover more about the person who lives on the island and why they are there in the first place. The island takes on a more symbolic meaning as you progress through the game. The sparse gameplay gives you an experience that’s experimental, more like a psychological art house film.

Gone Home is another game that’s driven by narrative storytelling and player exploration. It’s a family story told from the point of view of an older sister who returns home from college and discovers that her sister is gone. The tense storm that surrounds the house adds to the ominous mood as you wander from room to room, discovering objects that help flesh out the story and listening to audio diaries addressed to the sister, unravelling the real life and inner torment of her younger sister in the process. The house is meandering and dark, with nooks and crannies and creepy cupboards. You sort through piles of boxes and uncover hidden rooms where the family’s deepest, darkest secrets are revealed. The rawness of alternative teenage life in the '90s is conveyed through a Riot Grrrl soundtrack—played on a cassette player, also straight from the '90s. The game lasts only three hours, but I can guarantee that you will not forget the experience.

Walking Simulators Make Other Games Richer

That’s not to say walking simulators do not work in longer games, even games that you wouldn’t normally consider walking simulators. In Uncharted 4: A Thief’s End, there’s a point in the game where you break into a mansion of an elderly explorer named Evelyn, who owns an impressive collection of antiquities, such as an actual sarcophagus and Egyptian amulets, among other historical delights. Trails of letters, leaflets, and old magazines tell the story of the collector’s impressive career and fraught personal life. The dialog feels quite natural between the brothers, and they act as children would, picking up trinkets, trying on hats, and taking a Polaroid of themselves in the process. In typical Uncharted fashion, walking around in the dark is full of suspense, and there is a build-up to an action-packed finale. Plus, who can forget that Crash Bandicoot cameo?

Walking-simulator-style gameplay is also often embedded into open-world games, where players need to travel across open spaces to move from one town or objective to another. I relished playing Red Dead Redemption 2 where the slow pace and realism of Arthur Morgan’s life as a cowboy felt incredibly natural and refreshing, especially when he was in between missions at the base camp. You could overhear his camp mates discussing what had happened that day or the various dramas unfolding between them. Rockstar Games went out of its way to add detailed environments and character development of the main characters, as well as their relationships with one another. Sadie Adler, for example, is one of my favorite female characters in the game because of her vulnerability and fearlessness, traits you don’t often find in female action-game protagonists. You first find her hiding from Arthur and his gang in the opening mission of the game. It’s not often that you get to see the challenging lives of brave women in action games, but Rockstar delivered.

Why Walking Simulators Are So Soothing

Beyond just being fun to play, there are surprising mental and psychological benefits to walking in games. Andrew Przybylski, an experimental psychologist and director of research at the Oxford Internet Research Institute told WIRED in an interview, “We have found that gameplay is positively associated with well-being insofar as play satisfies the psychological needs for competence (sense of efficacy), autonomy (sense of choice), and relatedness (sense of belonging). Games are an important part of their [gamers'] motivation for self-care, coping, and in the case of augmented reality games such as Pokémon Go, having a reason to get out of the house.”

Fancy escaping the stresses of real life to become a firewatcher? Firewatch is a psychological environmental exploration game set in the Wyoming wilderness. You play as Henry, who has left his previous life and marital woes behind to take up his new job as a firewatcher, all alone, in the middle of nowhere.

Playing Firewatch is as introspective as it is explorative. It is the closest the average person can get to experiencing that degree of isolation. One story strand that stood out to me was when the player discovers a notebook inside a makeshift little fort that a young boy designed and created as his own space in the wilderness. It is littered with school folders, letters to his family, comics, science homework, and even a toy dinosaur. The storytelling is very minimal, and as you leaf through the boy’s belongings, you get a real sense of sobriety and grief. You are the only person who knows his story, and that’s very moving.

Waking simulator games complement other games, and for players, walking simulators create a much needed space where curiosity, joy, and escape all reside. They offer an exit into another world, one that I needed when there was quite literally nowhere else to go. They give us an escape, but also a chance for players to live life in another person’s shoes, processing the physical and psychological journeys of characters along the way. They allow us to explore the joy and humanity of being human as we journey through our world and space, meanwhile questioning ourselves, who we are, and what we are capable of experiencing.

This is only for your information, kindly take the advice of your doctor for medicines, exercises and so on.   

https://gscrochetdesigns.blogspot.com. one can see my crochet creations  
https://gseasyrecipes.blogspot.com. feel free to view for easy, simple and healthy recipes    
https://kneereplacement-stickclub.blogspot.com. for info on knee replacement

 

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Saturday, March 28, 2020

Here is a scientific point of vue of Virus and Vibrations

Here is a very interesting article which shows the urgency of increasing your vibrations while working on you.

"VIBRATE HIGH!

CORONA-VIRUS, like any other virus, is a low-vibration entity with a closed structure of the electromagnetic circuit, with a resonant frequency of about 5.5 Hz to 14.5 Hz. In higher ranges, there is no is not active and, from ranges 25.5 Hz and above, the virus dies. For a person living in high vibrations, it is no more dangerous than acute respiratory infections. The human body whose soul is "healthy" vibrates in higher ranges.

Unfortunately, a lot of people drive in lower vibrations. The reasons can come from various disturbances (fatigue, emotional exhaustion, hypothermia, chronic diseases, fear, blocked emotions, nervous tension, etc.).

The virus in nature, outside the body, is not resistant since the total average frequency resonance of the Earth is today about 27.4 Hz, but there are places where this frequency is lowered, i.e. areas created naturally or artificially (hospitals, prisons, power lines, metro, public electric vehicles, shopping centers, offices, etc.) where the vibrations are less than 20 Hz.

For all those who are in the ego, control and therefore fear, namely in a low vibration, this virus can be more impacting and therefore dangerous.

Example of vibration rate:
• grief gives vibrations from 0.1 to 2 Hz
• fear of 0.2 to 2.2 Hz
• resentment from 0.6 to 3.3 Hz
• irritation from 0.9 to 3.8 Hz
• disturbance from 0.6 to 1.9 Hz
• warm temperament 0.9 Hz
• 0.5 Hz fury flash
• 1.4 Hz anger
• pride 0.8 Hz
• pride (megalomania) 3.1 Hz
• 1.5 Hz neglect
• feeling of superiority 1,9 Hz
• generosity 95 Hz
• thanks 45 Hz
• deep gratitude from 140 Hz and above
• feeling of unity and communion 144 Hz and more
• compassion from 150 Hz and above (and pity is only 3 Hz)
• love to have (Eros, person who understands that love is a good light sensation and a great force, but has not yet learned to love with his heart) vibration 50 Hz
• Love Being (Philae, that a person generates with all his heart to all living beings without exception from 150 Hz and more
• Unconditional universal love (Agape) from 205 Hz and up.

For millennia, the frequency of vibrations (that is, vibrations per second) of our planet was 7.6 Hz. Physicists call it Schumann resonance. Scientists often checked their instruments with it. A man felt comfortable in these conditions, because the vibration frequency of his energy field had the same parameters from 7.6 to 7.8 Hz. However, the Schumann resonance has recently started to increase strongly.

We follow the dynamics:
January 1995: 7.80 Hz
January 2000: 9.30 Hz
January 2007: 9.80 Hz
January 2012: 11.10 Hz
January 2013: 13.74 Hz
January 2014: 14.86 Hz
February 2014: 14.99 Hz
March 2014: 15.07 Hz
April 2014: 15.15 Hz

Even if we consider the situation from the point of view of science, it becomes clear that a person who does not increase his vibrations will soon leave the earth plane in one way or another, and neither the elevated positions nor the accumulated capital will help him/her. You can increase your vibrations by working on yourself, only those who will do emotional work and raise their vibrations will survive.

P.S. All negative emotions close access to a clear conscience. Advice, vibrate high, vibrate love, be love, be in joy, heal your wounds, quickly get rid of your fears, your anger and free yourself from those emotions which lower your vibration. "

Beautiful experiences, beautiful discoveries and transcendences, Have fun and vibrate high!

May Strength, Love, Joy and Fun be with you! 😁 🙏

Take care of yourself, see you soon.
 
This is only for your information, kindly take the advice of your doctor for medicines, exercises and so on.     

https://gscrochetdesigns.blogspot.com. one can see my crochet creations  
https://gseasyrecipes.blogspot.com. feel free to view for easy, simple and healthy recipes    
https://kneereplacement-stickclub.blogspot.com. for info on knee replacement

 

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