58 research outputs found
Phase ordering and shape deformation of two-phase membranes
Within a coupled-field Ginzburg-Landau model we study analytically phase
separation and accompanying shape deformation on a two-phase elastic membrane
in simple geometries such as cylinders, spheres and tori. Using an exact
periodic domain wall solution we solve for the shape and phase ordering field,
and estimate the degree of deformation of the membrane. The results are
pertinent to a preferential phase separation in regions of differing curvature
on a variety of vesicles.Comment: 4 pages, submitted to PR
Multispecies methods, technologies for play
School of Desig
Tourists as Mobile Gamers: Gamification for Tourism Marketing
Gaming as a cutting-edge concept has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. This research aims to explore the gamification trend and its potential for experience development and tourism marketing. Using a focus group, this paper discusses gaming and tourism, and explores what drives tourists to play games. The results suggest tourists’ game playing motivation is multidimensional. Players tend to start with purposive information seeking, then move on to an intrinsic stimulation. Socialization is also an important dimension. The research demonstrates several implications for tourism marketing
Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review
Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scopus, and Web of Science) focusing on published journal papers between 1970 and 2000. Search results identified 3186 articles guided by the PRISMA Extension for Scoping Reviews (PRISMA-ScR); 4 papers were irretrievable, 138 duplicated papers were removed, leaving 3048 were assessed for eligibility and 3026 were excluded. Articles (n = 22) were included into this review, with four papers primarily published in 1997 and in 1999. Thematic analysis identified five primary themes: purpose and objectives, respective authors’ reporting, technology, ethics and environment) and seven secondary themes: populations, type of participants (e.g. children, students), ethical approval, study design, reimbursement, language, type of assessments. This scoping review is distinctive because it primarily focuses on Generation X, who have experienced and grown-up with videogames, and contributes to several disciplines including: game studies, gerontology and health, and has wider implications from a societal, design and development perspective
of video games
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