85 research outputs found

    From logic of competition to conflict: understanding the dynamics of EU-Russia relations

    Get PDF
    To understand the gradual worsening of EU–Russia relations in the decade preceding the Ukraine crisis, it is essential to understand the dynamics of their interaction. This article divides EU–Russia relations into three stages on the basis of changing intergroup dynamics: asymmetrical cooperation (1992–2003), pragmatic but increasing competition (2004–2013) and conflict (2013–present). It draws on the concept of ‘attributional bias’ to explain the escalating logic of competition during the second stage. The EU and Russia started to attribute each other negative geopolitical intentions up to the point where these images became so dominant that they interpreted each other’s behaviour almost exclusively in terms of these images, rather than on the basis of their actual behaviour. With the Ukraine crisis, EU–Russia relations changed from competition over institutional arrangements in the neighbourhood and over normative hegemony to conflict over direct control

    What role can videogames play in the COVID-19 pandemic?

    Get PDF
    Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders

    Diffusion of Squalene in <i>n</i>‑Alkanes and Squalane

    No full text
    Squalene, an intermediate in the biosynthesis of cholesterol, has a 24-carbon backbone with six methyl groups and six isolated double bonds. Capillary flow techniques have been used to determine its translational diffusion constant, <i>D</i>, at room temperature in squalane, <i>n</i>-C<sub>16</sub>, and three <i>n</i>-C<sub>8</sub>–squalane mixtures. The <i>D</i> values have a weaker dependence on viscosity, η, than predicted by the Stokes–Einstein relation, <i>D</i> = <i>k</i><sub>B</sub><i>T</i>/(6πη<i>r</i>). A fit to the modified relation, <i>D</i>/<i>T</i> = <i>A</i><sub>SE</sub>/η<sup><i>p</i></sup>, gives <i>p</i> = 0.820 ± 0.028; <i>p</i> = 1 for the Stokes–Einstein limit. The translational motion of squalene appears to be much like that of <i>n</i>-alkane solutes with comparable chain lengths; their <i>D</i> values show similar deviations from the Stokes–Einstein model. The <i>n</i>-alkane with the same carbon chain length as squalene, <i>n</i>-C<sub>24</sub>, has a near-equal <i>p</i> value of 0.844 ± 0.018 in <i>n</i>-alkane solvents. The values of the hydrodynamic radius, <i>r</i>, for <i>n</i>-C<sub>24</sub>, squalene, and other <i>n</i>-alkane solutes decrease as the viscosity increases and have a common dependence on the van der Waals volumes of the solute and solvent. The possibility of studying squalene in lipid droplets and membranes is discussed

    Size-Dependent Diffusion in the n

    No full text

    Understanding the digital and non-digital participation by the gaming youth

    Get PDF
    It is important for the inclusiveness of society that the youth actively participate in its development. Even though the means of digital participation have advanced in the past decade, there is still lack of understanding of digital participation of the youth. In this paper, we present a study on how youth aged 16–25 years perceive social and societal participation and more specifically, how youth currently participate in non-digitally and digitally. We conducted a mixed method study in a large gaming event in Finland using a questionnaire (N = 277) and face-to-face interviews (N = 25). The findings reveal that the gaming youth consider digital participation to include discussions in different social media services or web discussion forums. Creating digital content (e.g. videos) and answering surveys were also emphasized. Perceived advantages to participate digitally include the freedom regarding location and time, ease and efficiency in sharing information, and inexpensiveness. Central disadvantages include lack of commitment, anonymity, misinformation and cheating. We also found that frequently playing gamers are more likely to participate online in social activities than those who play occasionally. Youth who reported that they play strategy games were more active in civic participation than those who do not play strategy games. We discuss the implications of our findings to the design of tools for digital participation.acceptedVersionPeer reviewe
    • …
    corecore