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.
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.
Objectivity and accuracy are among the most important journalistic values. Consistently, however, Canadian news media has underrepresented and stereotyped visible minority groups.
Broadcasting Act: Canada’s Broadcasting Act, last amended in 1991, outlines industry guidelines for portrayal of diversity.
Social justice activists and writers have built on Peggy McIntosh’s original essay on privilege in 1988, by adding to and modifing the original list to highlight how privilege is not merely about race or gender, but that it is a series of interrelated hierarchies and power dynamics that touch all facets of social life: race, class, gender, sexual orientation, religion, education, gender identity, age, physical ability, passing, etc. These categories will be further discussed below.
Digital media such as the Internet and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they are likely to be doing it through the Internet. As well, nearly all the media they consume, from TV shows to toys, have Web pages, virtual worlds, video games or other digital spinoffs associated with them.