Privilege is the relative benefit that a group enjoys as a result of the discrimination or oppression of other groups. When we think about racism and discrimination, we often envision acts of deliberate meanness or quantifiable oppression of a disadvantaged group – hurtful words, tasteless jokes, deliberate exclusion from work or school, acts of violence, and so on – but it can just as easily take the form of privileges given to members of a more advantaged group.
First of all, you can’t choose to give up privilege – privilege is by definition an unearned advantage and you cannot choose to not have it. Guilt and shame are not, however, productive ways to deal with this.
Teens and preteens are at the heart of the social Internet interacting with others through chat, instant messaging, social networking sites, in virtual worlds and online multi-player games. It is inevitable that at an age where young people are starting to explore their sexuality offline, they will do so online in these interactive environments as well.
When most people think about sexual risk and harm on the Internet, sexual predators come to mind. Because of its sensational nature, the spectre of unscrupulous adults preying upon and sexually exploiting kids online gets a lot of media attention. Although this does happen, sensational headlines do not help us understand the nature and true extent of the problem or how to deal with it effectively.
As adults, we want to foster resilience in young people, starting when they’re young. This can be done by teaching them how to handle harassing messages or requests that make them feel uncomfortable – on the Internet or in the schoolyard – and, as they get older, by teaching them how to spot and respond to emotional manipulation. The good news is that most teens are effectively handling online requests from strangers – the bigger challenge is helping them handle sexual advances from people they know.
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. 
I can look at the media and see people from my group widely represented as heroes, role models, leaders, news anchors, television hosts, and experts.
Although the benefits of visible minority media are considerable, the creation process can be riddled with challenges.
Since before Canada became a Confederation, visible minority groups have been creating their own media: the first issue of the Provincial Freeman, which was a weekly newspaper edited and published by African Canadians in the Province of Canada West (now Ontario), was first published on March 24, 1854.
The internet has become a prime means of communication worldwide and this unprecedented global reach – combined with the difficulty in tracking communications – makes it an ideal tool for extremists to repackage old hatred, raise funds, and recruit members. As the internet has grown and changed, hate groups and movements have adapted, creating websites, forums and social network profiles, becoming active in spaces such as online games, and even creating parallel versions of services such as Twitter and Wikipedia.