Vagina Hero
Jennifer Astle — December 1, 2008 — Naughty
References: ripten
As I sit here writing this, my husband is downstairs playing Guitar Hero. I’ve often thought of more useful ways he could spend his recreational time (like learning to play the real guitar, for instance). The answer has come…
Introducing Vagina Hero. Yes, seriously. Apparently someone came up with the brilliant idea of teaching those teenage boys a thing or two while they are playing video games.
What will they think of next? Penis Hero? No, I’m not playing that game. I don’t even want to get into what their spin off of Rock Band will look like.
Introducing Vagina Hero. Yes, seriously. Apparently someone came up with the brilliant idea of teaching those teenage boys a thing or two while they are playing video games.
What will they think of next? Penis Hero? No, I’m not playing that game. I don’t even want to get into what their spin off of Rock Band will look like.
Trend Themes
1. Gamification in Education - Disruptive innovation opportunity: Develop educational video games that engage and teach important subjects.
2. Virtual Reality Gaming - Disruptive innovation opportunity: Create immersive virtual reality gaming experiences that revolutionize the way people play games.
3. Social Impact Gaming - Disruptive innovation opportunity: Design video games that address social issues and create positive change in society.
Industry Implications
1. Education - Disruptive innovation opportunity: Integrate gamification into educational institutions to enhance learning outcomes.
2. Entertainment - Disruptive innovation opportunity: Explore the potential of virtual reality gaming to redefine the entertainment industry.
3. Social Good - Disruptive innovation opportunity: Partner with non-profit organizations to develop video games that raise awareness and funds for social causes.
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