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ruthannabelleckl · 10 months
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Has the Covid-19 pandemic changed the public perception of gaming?
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What is Gaming/Social Gaming?
Social gaming – online games designed to facilitate social interaction among individuals while playing (Gonçalves et al., 2023). There are numerous forms where games can be “social”,  like commenting and observing other players. Moreover, gaming fosters community building both virtually and in real life. Significantly, the World Health Organization has supported the #PlayApartTogether campaign, which was initiated by the gaming sector to promote healthy online gaming behaviours, particularly emphasizing activities that foster social connection (Giardina et al., 2021).
The Public Perception of Gaming
Violence: Games can introduce youngsters to violence and boost their propensity for engaging in aggressive conduct.
Addiction: Games contain addictive qualities, and this is substantiated by study findings that excessive engagement with gaming may result in addiction (Freitas et al., 2019).
Social Isolation: This phenomenon arises due to the substantial time commitment associated with engaging in games, which therefore limits opportunities for face-to-face social interactions (Kabir, 2020).
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Gaming During Covid-19 Pandemic
The prevalence of gaming has experienced a significant surge amidst the pandemic, attracting individuals who previously avoided it wholly or those who indulged in it only occasionally (Lufkin, 2020). It is also intriguing to observe the shift in perspective of the World Health Organization regarding online gaming, wherein they previously cautioned against its potentially hazardous and addictive nature but now extol its beneficial effects on social interaction (Kriz, 2020). Approximately 75% of participants reported having established meaningful friendships inside the gaming environment since online gaming provides a platform for individuals to express themselves in manners that they may find challenging to do in offline settings due to factors like physical appearance, gender, sexual orientation, or age (Griffiths, 2020). A noteworthy study reveals that 63% of gamers engage in cooperative gaming, with a considerable number of players deriving social assistance from the communities they participate in.
So, does the COVID-19 Pandemic Change the Public Perception of Gaming?
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We will delve into this topic by examining the following examples:
Animal Crossing (Click for more)
The game Animal Crossing has gained popularity as a substitute for social connection during lockdowns and as an online venue for weddings and celebrations (Lufkin, 2020). For instance, players may tour the villages of peers they know in actual life or random people they met online by sharing their village code. Besides, certain players have opted to celebrate their birthdays in Animal Crossing, and some engage in virtual dating experiences. Certain couples who were compelled to postpone their wedding ceremonies due to the pandemic have resorted to exchanging vows in Animal Crossing. Additionally, there is an online fan-created marketplace called Nookazon, which facilitates the exchange of fruits and furnishings among players. Nookazon will organize quiz events and interactive conversation sessions for Animal Crossing players. Animal Crossing, specifically, offers a tranquil kind of escapism and a sense of calm during these tumultuous periods, hence attracting new individuals to engage in the gaming pastime (Lufkin, 2020).
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Among Us (Click to play)
Among Us with 100 million downloads created by InnerSloth, amassed tremendous traction amid the COVID-19 crisis owing to its focus on social engagement and collaboration (Lufkin, 2020). The social dimension of the game is embodied in its communication structures, which require players to employ deductive thinking, trust, and suspicion to identify impostors via text or voice conversation. Collaboration and social interaction are fostered within the game through player engagement in task completion, observation of suspicious behaviour, and deliberation regarding potential impostors. Certain individuals utilize Discord servers during gameplay, enabling them to converse and even shout at one another, as opposed to relying on the game’s default chatting function (Sodhi, 2020). Some individuals expressed gratitude for the game because it allowed them to stay in touch with others, while some played it with their families (Ottesen, 2021).
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Twitch (Click to watch)
Twitch, an online platform that facilitates live streaming of gameplay and real-time conversation between viewers and streamers, amassed 5 billion hours of content views in the second half of 2020 (Lufkin, 2020). Twitch has witnessed the formation of novel gaming communities, such as the LGBTQ community and military community. In 2015, Jay-Ann Lopez (London gamer), established a private Facebook group named Black Girl Gamers to create a secure and all-encompassing environment in response to the prevalent issues of racism and sexism within the gaming community. She then successfully cultivated a thriving community that has expanded to several platforms, including Twitch (Lufkin, 2020). Lopez emphasizes the beneficial influence of games in preserving social bonds and community spirit throughout the pandemic, notwithstanding initial doubts and stigmatization of gamers as “strange”.
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In my opinion, COVID-19 pandemic changed the public perception of gaming. Animal Crossing and Among Us emerged as unforeseen places for social engagement during periods of restricted physical gatherings by enabling the organization of online festivities and weddings, which served as means to maintain connections. Besides, LGBTQ, military, and Black Girl Gamers communities grew on Twitch, thus showcasing how gaming helped sustain social connections. Overall, games were a significant tool for building community and social connection during the pandemic, dispelling misconceptions about gaming as a violent, addictive, and socially isolated activity.
List of References
Among us. (2023). https://amongusplay.online/
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2019). How society’s negative view of videogames can discourage brands from sponsoring eSports. In Zagalo, N., Veloso, A. I., Costa, L., & Mealha, Ó. (Eds.), Communications in computer and information science (pp. 136-149). Springer. https://doi.org/10.1007/978-3-030-37983-4_11
Giardina, A., Di Blasi, M., Schimmenti, A., King, D. L., Starcevic, V., & Billieux, J. (2021). Online gaming and prolonged self-isolation: Evidence from Italian gamers during the Covid-19 outbreak. Clinical Neuropsychiatry, 18(1), 65–74. https://doi.org/10.36131/cnfioritieditore20210106
Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 1-31. https://doi.org/10.1016/j.chb.2023.107851
Griffiths, M. (2020, March 24). Coronavirus: making friends through online video games. The Conversation. https://theconversation.com/coronavirus-making-friends-through-online-video-games-134459
Kabir, L. (2020, July 21). 10 Negative effects of video games. Healthy Gamer. https://www.healthygamer.gg/blog/10-negative-effects-of-video-games
Kriz, W. C. (2020). Gaming in the time of COVID-19. Simulation & Gaming, 51(4), 403–410. https://doi.org/10.1177/1046878120931602
Lufkin, B. (2020, December 16). How online gaming has become a social lifeline. BBC. https://www.bbc.com/worklife/article/20201214-why-indias-competitive-testing-treadmill-never-stops
Nintendo. (2023). Animal crossing. https://animalcrossing.nintendo.com/
Ottesen, K. K. (2021, March 9). ‘Among Us’ proved to be the game we needed during the pandemic. The Washington Post. https://www.washingtonpost.com/lifestyle/magazine/the-game-among-us-proved-to-be-the-game-we-needed-during-the-pandemic/2021/03/04/0addd71a-64cf-11eb-8c64-9595888caa15_story.html
Sodhi, T. (2020, September 25). How Among Us found success in connecting people during a pandemic. Gadgets 360. https://www.gadgets360.com/games/features/among-us-innersloth-internet-game-multi-player-online-discord-twitch-youtube-pandemic-connections-2301149 
Twitch. (2023). https://www.twitch.tv/
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nguyenminhphuc · 6 months
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Week 9 - How did the public change their perception on Video games after the Covid-19 outbreak?
Social gaming refers to online games that encourage people to engage with one another while playing. Games may be "social" in a variety of ways, including commenting and monitoring other players. Furthermore, gaming encourages virtual and real-world community formation. Additionally, the World Health Organization has endorsed the #PlayApartTogether campaign, which was launched by the gaming industry to encourage healthy online gaming behaviors, with a focus on activities that enhance social interaction (Giardina et al., 2021).
The Public Perception of Gaming
Violence: Video games can expose children to violence and increase their likelihood of participating in violent behavior.
Addiction: Games have addictive features, as evidenced by research results indicating excessive gaming participation can lead to addiction (Freitas et al., 2019).
Social Isolation: This issue occurs as a result of the significant time commitment required to participate in games, limiting possibilities for face-to-face social connections (Kabir, 2020).
Gaming During Covid-19 Pandemic
The increasing number of gaming has increased significantly as a result of the epidemic, luring those who previously ignored it completely or who just did it on occasion (Lufkin, 2020). It is also interesting to see the World Health Organization's shift in attitude on online gaming, where they earlier warned about its possibly dangerous and addictive character but now praise its therapeutic impacts on social connection (Kriz, 2020). Approximately 75% of participants reported making meaningful friendships in the gaming environment because online gaming allows people to express themselves in ways that they may find difficult to do in offline settings due to factors such as appearance, sexuality, gender, or age (Griffiths, 2020). According to a major research, 63% of gamers participate in collaborative gaming, with a significant proportion of players receiving social aid from the communities in which they play.
Does the COVID-19 Pandemic Change the Public Perception of Gaming?
Indeed, the Covid-19 epidemic has had a wide-ranging impact on how the general public sees games. Research and studies have provided information on the epidemic's effects on gaming behaviors and player well-being. These are a few important findings:
Increased gaming activity
According to research, during the Covid-19 outbreak, young people's gaming activity rose significantly (Haug et al., 2022). Because of the pandemic and its consequences, individuals spent more time at home and played video games for entertainment and social connection.
Concerns and Public Health Initiatives
The pandemic's increasing gaming engagement has raised some significant concerns about young people's lack of physical exercise, poor mental health, and sleep troubles (Haug et al., 2022). It has been advised that public health campaigns prioritize the promotion of physical activity and develop realistic methods to discourage dangerous gaming behaviors.
Perceived benefits of gaming
Some study suggests that online gaming may improve young people's psychological growth in mental, motivational, personal, and social domains. Furthermore, it has been observed that social gaming during social isolation considerably but marginally reduces loneliness.
Negative perceptions
Negative themes have emerged regarding the assumption that playing video games was a means to pass the time during the epidemic, regardless of the possible benefits (Barr & Copeland-Stewart, 2021).
In conclusion, the Covid-19 epidemic has increased young gaming, and ideas on the consequences of gaming on mental health are beginning to emerge, with both good and negative perspectives stated. Despite the fact that other studies highlight the potential advantages of gaming, public health initiatives are required to address the issues related to lack of physical exercise and mental illnesses.
Reference:
Barr, M., & Copeland-Stewart, A. (2021). Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being. Games and Culture, 17(1). https://doi.org/10.1177/15554120211017036
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2019). How Society’s Negative View of Videogames Can Discourage Brands from Sponsoring eSports. Communications in Computer and Information Science, 136–149. https://doi.org/10.1007/978-3-030-37983-4_11
Giardina, A., Blasi, M. D., Schimmenti, A., King, D. L., Starcevic, V., & Billieux, J. (2021, February 26). Online gaming and prolonged self-isolation: evidence from Italian gamers during the COVID-19 outbreak | Clinical Neuropsychiatry. Clinical Neuropsychiatry. https://www.clinicalneuropsychiatry.org/download/online-gaming-and-prolonged-self-isolation-evidence-from-italian-gamers-during-the-covid-19-outbreak/
Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 107851. https://doi.org/10.1016/j.chb.2023.107851
Griffiths, M. (2020, March 24). Coronavirus: making friends through online video games. The Conversation. https://theconversation.com/coronavirus-making-friends-through-online-video-games-134459
Haug, E., Mæland, S., Lehmann, S., Bjørknes, R., Fadnes, L. T., Sandal, G. M., & Skogen, J. C. (2022). Increased Gaming During COVID-19 Predicts Physical Inactivity Among Youth in Norway—A Two-Wave Longitudinal Cohort Study. Frontiers in Public Health, 10. https://doi.org/10.3389/fpubh.2022.812932
Kabir, L. (2020, July 21). 10 Negative Effects of Video Games | Healthy Gamer. Www.healthygamer.gg. https://www.healthygamer.gg/blog/10-negative-effects-of-video-games
Kriz, W. C. (2020). Gaming in the Time of COVID-19. Simulation & Gaming, 51(4), 403–410. https://doi.org/10.1177/1046878120931602
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aaronchia · 10 months
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Has the Covid-19 pandemic changed the public perception of gaming? 
The Covid-19 pandemic, an unparalleled worldwide emergency, has had a lasting impact on societies around the globe, fundamentally changing not just our methods of work, socializing with others, education and much more. But one area that was affected was digital entertainment, as researchers have found that people spent more time in front of screens and used digital leisure more during the pandemic. This was especially true for online gaming and related activities like video game streaming (Claesdotter-Knutsson et al. 2022). People who typically frequent cyber cafes, arcades, or engage in outdoor activities were constrained by the enforced lockdown. Consequently, to combat boredom, individuals turned to digital media, with a significant number of teenagers leaning towards video games. The Covid-19 pandemic has dramatically changed the way people view gaming, transforming it into an essential means of connecting with others, finding enjoyment, and relieving stress. People's perspectives on video gaming have been drastically shifted because of the worldwide spread of the COVID-19 epidemic, which has made gaming a crucial means of connecting with others, finding happiness, and reducing stress. 
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Despite the strict measures implemented to control the spread of the virus, there was a major shift in the social dynamics of gaming.  According to Laato et al. (2020), the ongoing struggle amongst game creators to encourage individuals to remain at home. Several additional creators and publishers of multiplayer and single player games organized exclusive events, rewards, and promotions for players during the pandemic, aiming to encourage them to stay indoors. The online worlds of popular games have evolved beyond basic forms of amusement, serving as vital platforms for sustaining social connections. Because of their potential to bring individuals together in a shared virtual world, they have developed into a valuable tool for communication and collaborative activities. This has resulted in enhanced efficiency and team efficiency, as well as reduced costs and an environmental footprint (Javaid et al., cited in López-Cabarcos et al. 2020). According to King (cited in Claesdotter-Knutsson 2022), Steam, which is the leading digital distribution platform for video games, recorded a record-breaking 20 million active users in 2020. In my own experience, there was a game called “Among us” that emerged during the pandemic, and it was a one hit wonder, players worldwide liked its manipulative game mechanics and appealing social interactions. 
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Before the pandemic, the changing points of view of gaming during the epidemic also challenged existing biases connected to the gaming community. Previously, gamers were frequently stereotyped as isolated beings, disconnected from reality. However, as gaming gained widespread popularity as a sociable and recreational activity during lockdowns, these views started to dissolve.  According to Claesdotter-Knutsson et al. (2022), the World Health Organization (WHO) has supported gaming as a means to encourage social distancing and reduce feelings of loneliness. This support is visible through the gaming industry's media campaign, #PlayApartTogether, which combines COVID-19 prevention guidelines with messages promoting online gaming. With the shifting perception of video games being an isolated activity, they are Streaming platforms, which allow viewers to see video gameplay in real-time, have become important in recent times. The changing idea of video gaming as an isolated activity has been particularly noticeable during the pandemic, especially with the increasing popularity of streaming platforms.   These services, which let spectators observe gameplay as it happens, have grown in importance, compromising the traditional idea of gaming as an isolated activity.   Therefore, sports companies are attempting to incorporate streaming into their digital marketing strategies to impact consumers' decisions to purchase their products (Pearson, cited in López-Cabarcos et al. 2020). 
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As people get used to the changing world of video games, a very important question comes up about how these changes will affect people after the pandemic is over? Although the acknowledgment of gaming's social, recreational, and educational aspects has increased significantly, it is unclear whether these changes will continue or if they were only temporary reactions to the unique circumstances of the pandemic.  According to López-Cabarcos et al. (2020), The gaming and eSports sector has shown adaptability and continued growth, even within the COVID-19 pandemic. Gaining a thorough understanding of the operation of this sector is essential, as all signs point to significant changes happening soon. Predicting these changes is reasonable, regardless of the development of the pandemic. 
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In conclusion, the Covid-19 pandemic has unquestionably changed the way the general population views gaming, shifting it from a formerly mocked recreational activity to a fundamental component of everyday lifestyle. According to Niilsson et al. (2022), Gaming and social media consumption are generally popular recreational activities among people of all ages, particularly teens, and there is a significant risk of developing problematic behaviors associated with these activities. Hence, it is advisable to acknowledge the symptoms and carefully monitor individuals in order to support them in identifying and applying adequate coping methods to tackle the challenges coming from the COVID-19 epidemic. 
References:
Nilsson, A., Rosendahl, I. and Jayaram-Lindström, N 2022,’Gaming and social media use among adolescents in the midst of the COVID-19 pandemic’, Nordic Studies on Alcohol and Drugs, vol. 39 no. 4, pp.347-361, viewed 20 December 2023, <https://doi.org/10.1177/14550725221074997>. 
López-Cabarcos, M.Á., Ribeiro-Soriano, D. and Piñeiro-Chousa, J 2020, ‘All that glitters is not gold. The rise of gaming in the COVID-19 pandemic’, Journal of Innovation & Knowledge, vol.5 no. 4, pp.289-296, viewed 20 December 2023, <https://doi.org/10.1016/j.jik.2020.10.004>. 
Laato, S., Laine, T.H. and Islam, A.N 2020, ‘Location-based games and the covid-19 pandemic: An analysis of responses from game developers and players’, Multimodal Technologies and Interaction, vol. 4 no. 2, p.29, viewed 20 December 2023, <https://doi.org/10.3390/mti4020029>. 
Claesdotter-Knutsson, E., André, F. and Håkansson, A 2022, ‘Gaming activity and possible changes in gaming behavior among young people during the COVID-19 pandemic: cross-sectional online survey study’, JMIR Serious Games, vol. 10 no. 1, viewed 20 December 2023, <https://doi.org/10.2196/33059>. 
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gaminggazette · 1 year
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The Polarity in Gaming pt. 2
Adding a more personalised viewpoint to my analysis of this article.
During the pandemic, gaming emerged as a powerful platform for social connection and community building. Gamers have long excelled at forming enduring friendships within and around video games, leveraging social media and online gaming to establish genuine bonds, particularly among Gen Z.
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Games like Animal Crossing: New Horizons gained immense popularity as they provided virtual spaces for players to host parties and social gatherings, offering a much-needed escape and soothing environment that I found solace in having.
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Platforms like Twitch and Discord witnessed tremendous growth, connecting people from other parts of the world, enabling people to watch live webcasts of others playing games, and even expanding to host book launches, concerts, and drag queen shows, fostering diverse online communities.
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Inclusivity has also been on the rise within gaming communities, with initiatives like Black Girl Gamers creating vibrant spaces that challenge racism and sexism in the gaming world. Mental health professionals recognize the psychological and social benefits gaming offers across generations, acknowledging its role in nurturing relationships and connections.
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The World Health Organization's #PlayApartTogether campaign further validated gaming's importance in fostering bonds during challenging times.
For me, gaming has acted as a lifeline for social connection during the pandemic, transforming online gaming spaces into avenues for genuine relationships and meaningful socialisation that I otherwise would never have had the chance to experience. Through gaming, many of us gamers have found a way to build communities, strengthen friendships, and combat the isolation that were brought on by difficult circumstances.
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iusemytimesagely · 3 years
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actualdeemon · 3 years
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some assorted moments in oobs today. . . . . . #sky #skythatgame #thatskychildrenofthelight #skychildrenofthelight #skycotl #prophecy #playaparttogether #thatskyphotography #thatskyphoto #thatskygame #thatskygameoob #thatskygameadventures #thatskygamephotos #thatskyselfie #thatskygamescreenshots #chibi #ikemen #assembly #ultimategift #lepetitprince #switchsky #anubis #thatskyoob #manta #orbit #skyphotography #krills #oob #littleprince #thatskyoob #pickaxe https://www.instagram.com/p/CRMaDUCsm-S/?utm_medium=tumblr
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Scene 3: Act 1
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Scene 3: Act One
Let me invite you to the ultimate shit show beginning at 16. I came from an uptight Christian back ground you know the kind where u go to church 7 days a week, take purity classes and go to bible camp during the summer. I never got a chance to experience who I could be or adventure to far from Noah’s arch. I mean most of my friends drank alcohol and smoked weed and cigarettes but not me I was secretly not a virgin anymore and in love with my on again off again boyfriend who I’d sneak out at night for Rendezvous and dance battles yea I said it and it was Krump omg those were the days where wed tell our moms we are staying over at a friends for the weekend when we were really 20 miles away at the beach with our boyfriends. I was always jealous of one of my closest friends BC her mom let her make mistakes and hang out with boys and most of them were just our friends BC for some reason other girls hated us. And look how she turned out today shes successful with no kids! All 3 of my closest friends had freedoms I didn’t and I felt stupid sneaking out because I felt like the weird kid whose parents was on a mission to save the world. Two weeks before I turned 18 I was out of there and determined to live my life how I wanted and make mistakes and try to learn from them the first time. I’ve pushed many lies but none so hard that I’d loose my life. I ran away and moved in with one of my older friends who had already graduated a year before me and I’d known her since I was 14. Her God mother and my mother were close so she understood my pain. One day home girl realized she was short on rent. She let me live there rent free to focus on my music career which was going no where since I fired my step dad. So I felt bad I went job hunting but no such luck , until I got my old job back wed have to figure something out. And here comes the dark side of life prostitution. Back then we didn’t really smoke weed but we were alcoholic’s to the 7th power the stamina I had back then omg I need that back. We could wake up go to work and do it all over again. And we did until reality set in...becoming something we didn’t want to be ....but it was either that or be evicted and land back home with our over baring mothers. Yes we choose to not let each other do it alone. And we got the money to save our apartment but the problem that came next was inescapable the pimp…being pimped out in any way is pure fuckery but in this case you ran the risk of assault, rape, jail, or dead. So one night with a few friends I went to check out an Amateur night I wasn’t going to try out seeing as it was my first time ever in a strip club but my friends knew I could dance and encouraged me to try and it was a better deal than being a street walker so what did I have to loose?besides my shyness,clothes, and inhibitions. My friend shouted my name to the DJ and he told me to come to the booth to pick out a name and a song, people always called me lovely so that’s what I danced by when I got on stage I was terrified but the song I picked out was perfect enough to close my eyes and pretend to dance in a room by myself. Needless to say I wasn’t the best exotic dancer at first but I was one of the best in the competition that night. So much so I won and got a job working at a franchised club. It was 12 hr work outs with 1hr to 45 min breaks it was exhausting but I never got sick and I stayed in shape. It wasn’t until I was dating a guy who was more of a pimp than a boyfriend that things always go sour. I sure knew how to pick them. Literally shaking my head as I recall this. It Was only the beginning of me getting a taste of fast money legally but it was a dark rode that lay ahead.
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eveonline · 4 years
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We hope you have a great Easter weekend Capsuleers 🐣🚀
Physically apart doesn't have to mean socially isolated, so we're flying together with the World Health Organization (WHO) and many others in the games industry globally to stay safe, stay connected, and #PlayApartTogether
Fly safe o7
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jonnirottin · 3 years
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Man my hand is tired...#playaparttogether #apexlegends #PS4 #gamer (at Orlando, Florida) https://www.instagram.com/p/CTLOzq2n1bL/?utm_medium=tumblr
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cobrakaistore-blog · 4 years
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Duelists, summer is heating up and what better way than with #YGODuelLinks and Yu-Gi-Oh! Legacy of the Duelist: Link Evolution! We’re kicking off the season with cool prizes! Tag your friends in the comments below with #PlayApartTogether, and which one you're playing! (en Cobra Kai Store.) https://www.instagram.com/p/B_tenFtl5my/?igshid=lq548ypiad7f
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actualdeemon · 3 years
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a gateway of clouds. pretty cool. . . . . . #sky #skythatgame #thatskychildrenofthelight #skychildrenofthelight #skycotl #prophecy #playaparttogether #thatskyphotography #thatskyphoto #thatskygame #thatskygameoob #thatskygameadventures #thatskygamephotos #thatskyselfie #thatskygamescreenshots #chibi #ikemen #assembly #ultimategift #lepetitprince #switchsky #anubis #thatskyoob #manta #orbit #skyphotography #krills #oob #littleprince #lepetitprince #goldenwasteland https://www.instagram.com/p/CRD_KAMM6o6/?utm_medium=tumblr
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the-l3g3ndary-one · 4 years
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Keep your hands feeling well or use the Mysterious wand of power to sanitize some stuff after and before your daily exercise #Ritual_Motion #My_Ritual ~~🔥~~Ritual_Motion~~🔥~~ ~~🔥~~use code:~~🔥~~ 🔥 TheL3G3NDARYonE 🔥 twitch.tv/The_L3G3NDARY_onE #PittsburghWarzone #extralife #PlayApartTogether #StayHome (at Pittsburgh, Pennsylvania) https://www.instagram.com/p/B_Xs9vVgZC8/?igshid=hlbkbji0jnc8
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