The idea for this page is to make websites and internet comments more readable. Rather than needing to explicitly describe your privilege at the start of a comment or essay, you can simply include a link to your Privlg tag. This way interested readers can see what point value of privilege you are speaking from. I think this could profit a number of internet discussions, e.g. here and here.
If you have any comments or suggestions on how to improve Privlg, please let me know.
If you are curious about the scores for the the different levels of privilege, they were calculated based on the early research on privilege and intersectionality by Jackson, Punch, and Pulver (link). More specifically, the scores for Race, Sex, and Orientation come from page 155, Appearance comes from page 21, Language comes from page 23-24, Fertility from page 165, Physical Disability from page 141, and Wealth comes from page 26. There were no specific formulas for Age or Education, so I estimated those scores as best I could based off the work in toto.
Somewhat tangentially, doing this project has made me think a bit about how ideas from the social sciences are often first introduced to the nerd demographic by RPG rule books. Both the social scientists and the RPG game designers are trying to come up with rules to model aspects of human interaction, and so you get weird little parallel systems for expressing the same ideas. Besides the ideas of social advantages and disadvantages (as expressed through character points), you also have things like intersectionality (e.g. this power costs more when you pair it with an additional improvement, or this disadvantage is worth more when paired with something that makes it worse). The other example that springs to mind is Artesia and its binding system, which is like a more generalized version of triggers. In Artesia the bindings are not just negative things like Fear or Despair or Hate, but can also be things like Love or Lust, or Greed, or Madness, or a bunch of others. It's basically any strong or controlling emotion that would throw a PC off of their normal, value-maximizing instincts and into more exciting and drama filled plotlines. A fair amount of Artesia's game mechanics revolve around creating, removing, and manipulating these bindings. In the case of both GURPs and Artesia, I (and probably plenty of other nerds too) learned about the RPG versions of these concepts before the official social science versions.
I'm sure there are plenty of other examples of this phenomena, but I don't quite have my RPG mechanics indexed well enough to really list them off.