When I was seventeen years old, I became one of the highest ranked World of Warcraft players in North America. Below are some of the most powerful lessons I learned on my quest for Internet fame and success:
We must call out the very practices that bind our daughters to a culture of violence. Even when those practices include a popular, profit-busting video game that our kids, or other family members, want for the holidays.
The malignant only threaten those who make inroads, who carve out spaces where they can be heard and can affect change, who realize their independent and collective power and wield it, from every dark corner into every dark corner.
It is naïve to think we can talk about the forces shaping the socialization of boys and men (and girls and women) and not include a thoughtful discussion about the role of mega-popular video games like C.O.D.
A recent study published by Jesse Fox and colleagues in Computers in Human Behavior suggests women who employ sexy avatars in virtual reality (VR) may objectify themselves or blame rape victims in surveys given shortly afterward.
The world of gaming as we know it is changing. Women are the new target market as gaming applications continue to expand into the mobile market -- cell phones and tablets. With this shift, companies are looking for talented artists to provide the visual creative component in these devices.
A carefully planned urban revolution has poshed the place up over the last couple of years. New high rises, open plazas, restaurants and cafes now spread out around the station. There are almost as many places to eat as shop.
Professional gamers are not athletes. You can't see the hard work these people put into their craft like you can on athletes; there aren't any muscles. You can't see on the outside how good a video gamer is, or is perceived to be. Electronic sports have no heroes, no demigods.