Marginalization In The Game Of Life: Social Media

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In reality I was born a white, Caucasian female, and now that I am older I am can identify as heterosexual. Before I started university I never had much experience with the label of ‘white privilege’, I grew up around the same type of people, and I had friends that had a similar lifestyle. I was never aware of the marginalization of other social groups and cultures until I was in early to late teens. I know that the title ‘white privilege’ does apply to me, I grew up in an upper middle class household, my entire family was educated, which instilled a high value of education. Since I was born into this type of lifestyle, I was given many opportunity to go to University and further my education, which will then allow me to gain a career, and …show more content…

You start to pay attention to what the media, politicians, and community leaders are saying about the issue.” (The Game of Life) I didn’t matter that I was able to get my character into a decent neighborhood, and school that because my character was a member of Group P and a member of Group Q, I lost 3 wellness credits (). This was when I realized that I had no chance in winning the game, I was already in debt, and the one bonus that I gained by doing ‘leadership training’ the decision prior vanished before I had the chance to even get a look at it. The marginalization of my character continues with Decision 7: Trouble “You are out with a group of people when one of them shoplifts. Now you are all under suspicion.” (The Game of Life) That due to my nationality my character is then victimized by the justice system amounting in a harsher cost against my characters wellness due to the fact that my character remains still in debt from the purchase of my …show more content…

The development of the motives for online gaming questionnaire (MOGQ) paper identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the motives for Online Gaming Questionnaire (MOGQ). These seven factors appear to cover the full range of possible motives for gaming, and the MOGQ proved to be an acceptable measurement tool to evaluate these

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