Estoy cansada de hablar para que no cambie nada, cansada de todas las veces que hemos intentado solucionarlo y hemos fracasado en el intento; estoy cansada de daĂąarte con mi forma de ser y cansada de intentar arreglarlo paro terminar peor yo, ya no puedo seguir asĂ, no es sano, ni para mi ni para ti, siento que todo lo que diga se puede malinterpretar, o se toma para mal o simplemente no sirve, y yo ya no sĂŠ quĂŠ hacer...
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Turns out that our shirts all say something different on the back. Mine is an anime reference: âyare yare dazeâ from the anime Jojoâs Bizarre Adventures. Itâs the catchphrase for one of the characters and roughly translates to âWell, well.â Â
I donât know if the shirt will fit my boyfriend (itâs pretty big on me), but heâs a fan of Jojoâs. Either way, I hope they let me keep the shirt!
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Herrijsen uit het as als een #fenix @ptss_heb_je_niet_alleen keer op keer... #UNIFIL #1980 #Dutchbatt #SouthLebanon #Post7-9 #AsSiddiqin #TyreBarrackGuard #Tyrus #Tyre #SĹŤr #PapasHeroes #PapasEagles #HetEindevandeWereld #Post7-20 #proudtohaveserved #oorloginmijnhoofd #Veteraan #WarVeteran #PTSS #PTSD #VulneratusNecVictus #neverthesameagain https://www.instagram.com/p/Bn9aQjciLdT/?utm_source=ig_tumblr_share&igshid=1vo3b2rqolb92
Ahhh, the good old days. Thinking about it makes me realise how much the gaming world has changed so much. If you told me 10 years ago that by 2017 weâd able to talk to our friends through games, compete with them live, or even play along with them at the exact same time Iâd think you were ridiculous!
But here we are today, with gaming consoles that even enable us to experience it in virtual reality!!!
Oh how technology just keeps getting better. Itâs like the gift that keeps on giving.
For something that was once so socially limited and un-advanced, gaming has essentially become a concept that has captivated the social world (Baek, Ko & Marsh 2014, pp. 4-6). Through the use of the world wide web, many gaming companies have been able to offer its users to connect with others through one simple thing â the internet (Graham 2012, pp. 1-2). Consoles such as Playstations and Xbox have evolved greatly over time, and after multiple generations, players are now able to play these consoles in an online mode with other players, both friends and strangers, granted that the game their playing offers online play, which most gaming organisations have already enabled particularly in todayâs ever-increasing online craze (Gilbert 2016; Moss 2013). Evidently enhancing social communication more than ever before.
Taking it to the next level, many game producers have now sought the use of social networking sites to help boost their business and seek to attract a larger user-base following, and what better social networking site to use than Facebook?! (Graham 2012, p. 1). With approximately 1.94 billion active users (as of March 2017), who wouldnât want to partner with them to promote their game (Statista 2017)? A great example of game producers who have done such include Zynga (who created Farmville, Mafia Wars and Zynga Poker), and the creators of Candy Crush, King, which I myself plead guilty to playing connected through Facebook (Graham 2012, p. 1). Iâm sure youâre guilty of it too. As such, both these gaming companies alongside many others, have found themselves thriving in success leeching off the advantages offered by Facebook and other major social network sites (Garside 2014; Stuart 2014).
Source: Candy Crush Saga Facebook.
So if social gaming has positive repercussions for gaming businesses, and has opened up a new realm of connecting, enabling us to form new relationships with others online through a means other than actual social networking sites like Facebook, Twitter, and Instagram, whatâs the big deal?
There has been so much talk about how the gaming industry has been a âboys club.â A thing that boys do and boys play, not girls. This stereotypical view that has been greatly contested and refuted by many of the female gamers in todayâs society, which many males are not happy about. #Gamergate is an online movement aimed at âprotectingâ the gamer âidentityâ by attacking those who are perceived as breaching the so-called âethicsâ in video game journalism (Jason 2015). Females are indeed, are a specific target for these Gamergate advocates, which with the use of social media and the internet, have been able to gather a large following and the interest of many gamers to participate in what they believe is upholding the traditional gamer identity (Hathaway 2014). Zoe Quinn, a female game developer, became a victim to this Gamergate nonsense, when her ex-boyfriend decided to publicly blog about all aspects of her personal life, in an attempt to destroy her reputation (Hathaway 2014). Of course with social media, itâs now easier than ever for people to access these things and begin talking. In fact, Gamergate started after this incident with Quinn (Jason 2015). As such, she became subject to constant online abuse, harassment, and was even confronted with death threats on all of her social media, and because all of this was public, and online, on social media, it affected her personal and work life greatly.
Itâs a shame that some people feel the need to put a gender to the face of the gaming industry, I mean, why canât we all just enjoy it?
Nevertheless, social media has brought upon great benefits to the world of gaming, but I guess with all things good, comes bad.
References:
Baek, Y, Ko, R & Marsh, T 2014, Trends and Applications of Serious Gaming and Social Media, Springer, Springer Link.
Garside, J 2014, âHow King Digital Entertainmentâs CEO conquered the gaming worldâ, The Guardian, 6 June, viewed 9 May 2017, <https://www.theguardian.com/business/2014/jun/06/king-digital-entertainment-ceo-riccardo-zaconni>.
Gilbert, B 2016, âPlayStation 4 and Xbox One owners can finally play online games togetherâ, Business Insider Australia, 15 March, viewed 9 May 2017, <https://www.businessinsider.com.au/microsoft-opens-xbox-one-online-play-to-sony-pc-2016-3>.
Graham, W 2012, Beginning Facebook Game Apps Development, Apress, Safari ProQuest.
Hathway, J 2014, âWhat Is Gamergate, and Why? An Explainer for Non-Geeksâ, Gawker, 10 October, viewed 10 May 2017, <http://gawker.com/what-is-gamergate-and-why-an-explainer-for-non-geeks-1642909080>.
Jason, Z 2015, âGame of Fearâ, Boston Magazine, May, viewed 10 May 2017, <http://www.bostonmagazine.com/news/article/2015/04/28/gamergate/>.
Moss, S 2013, âThe PlayStation 4 Guide: Everything You Need to Know About Paid PS+ Online, Hardware, Games, News and Moreâ, PlayStationLifeStyle.net, 17 June, viewed 9 May 2017, < http://www.playstationlifestyle.net/2013/06/17/the-ultimate-playstation-4-guide-paid-ps-online-hardware-games-news-and-more/>.
Statista 2017, Number of monthly active Facebook users worldwide as of 1st quarter 2017 (in millions), Statista, viewed 5 May 2017, <https://www.statista.com/statistics/264810/number-of-monthly-active-facebook-users-worldwide/>.
Stuart, K 2014, â10 ways Facebook changed gaming for everâ, The Guardian, 5 February, viewed 9 May 2017, < https://www.theguardian.com/technology/2014/feb/04/10-ways-facebook-changed-gaming-for-ever>.