38,274 research outputs found
The C-metric as a colliding plane wave space-time
It is explicitly shown that part of the C-metric space-time inside the black
hole horizon may be interpreted as the interaction region of two colliding
plane waves with aligned linear polarization, provided the rotational
coordinate is replaced by a linear one. This is a one-parameter generalization
of the degenerate Ferrari-Ibanez solution in which the focussing singularity is
a Cauchy horizon rather than a curvature singularity.Comment: 6 pages. To appear in Classical and Quantum Gravit
Gambling in Great Britain:a response to Rogers
A recent issue of Practice: Social Work in Action featured a paper by Rogers that examined whether the issue of problem gambling was a suitable case for social work. Rogers’ overview was (in various places) out of date, highly selective, contradictory, presented unsupported claims and somewhat misleading. Rogers’ paper is to be commended for putting the issue of problem gambling on the social work agenda. However, social workers need up-to-date information and contextually situated information if they are to make informed decisions in helping problem gamblers
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Why do gamers buy 'virtual assets'? An insight in to the psychology behind purchase behaviour
The present study investigated the phenomenon of buying 'virtual assets' for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology - in this case Interpretative phenomenological analysis (IPA) - six gamers that regularly bought in - game assets were interviewed. IPA was chosen because of its emphasis on lived experience, and each participant had subjective experiences of gaming and purchase behaviour. Of particular focus in this study were the superordinate themes of motivations for purchase behaviour, the resulting psychological impact on the gamer, the social benefits of gaming and virtual asset purchasing, emotional attachment, self-expression through the avatar, impulsivity versus thoughtfulness in purchase intention, and the impact of a transaction machinery on the 'game experience'. Motivations that were found to be of particular importance were item exclusivity, function, social appeal, and collectability. It was found that virtual items enable the gamer to express themselves, feel real satisfaction, and build lasting friendships. Essentially, virtual assets and gaming mostly had a very positive impact on the participant’s psychological wellbeing. Implications for gamers and games production companies are considered
Training the imagination to go visiting
Jon Nixon’s article, ‘Learning the Language of Deliberative Democracy’ explored languages of hope in relation to the discourses of deliberative democracy. Ours continues this theme of finding languages of hope. Like his article, ours makes people central. It explores a neglected area of epistemology: knowing people. It suggests that we take a critical perspective on the metaphors we live and then re-configure them to think again about the public and private spaces in the universities where we work
Adolescent gambling on the Internet: A review
Internet gambling is a relatively under-researched area. While our current knowledge
remains in its infancy and the prevalence rates are relatively low, researchers and clinicians are
predicting greater involvement among youth. A comprehensive search of the relevant literature was
undertaken. The resulting relevant literature was classified into four areas. These were (a) the
empirical studies on adolescent internet gambling, (b) online gambling-like experiences in
adolescence, (c) adolescent gambling via social networking sites, and (d) adolescent gambling via
online penny auction sites. Age verification in relation to prevention and regulation is also examined.
It is concluded that young people appear to be very proficient in using and accessing new media and
are likely to be increasingly exposed to remote gambling opportunities. These young people will
therefore require education and guidance to enable them to cope with the challenges of convenience
gambling in all its guises
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The Human Rights Act 1998, section 12 - press freedom over privacy?
Whether drafting of s.12 of 1998 Act resolves potential conflict between "right to private life", Art.8 of ECHR, and right to freedom of expression, Art.10 of ECHR, by favouring press freedom over individual rights
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Adolescent Internet gambling: what do we actually know?
To date, little research has been done on the relationship between adolescent children and online gambling, especially regarding the conditions in which they can access e-gaming sites or the regularity with which they play. Professor Mark Griffiths, of Nottingham Trent University, examines how various studies, conducted in the EU and in the US, account for the links uniting adolescents and remote gaming
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