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361.
The aim of this research is to examine the generality of the part‐set cueing effect, a well‐known memory‐inhibition phenomenon in basic research, to professional problem diagnosis. Three experiments were conducted. Experiment 1 examines whether part‐set cueing affects the ability of auditors to recall diagnoses, and if so, whether memory inhibition is affected by the plausibility of the hypotheses. Experiment 2 examines whether the part‐set cueing effect is sensitive to changes in the symptoms that drive the diagnosis and whether differences in inhibition occur because of prompt plausibility or because of target plausibility. Experiment 3 extends the findings of the first two experiments to hypothesis generation and discriminates between competing accounts for the part‐set cueing effect. The results show that part‐set cueing effects occur during hypothesis generation and that they are robust to changes in the symptoms. However, the results from the experiments reveal an asymmetric inhibition effect. Inhibition is significant when prompts contain low plausibility hypotheses that are also high in severity. When prompts consist of high plausibility or low severity hypotheses, no inhibition is observed. These findings are considered to be consistent with an editing account of the part‐set cueing phenomenon. The implications of these findings to problem diagnosis and decision aids are discussed. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   
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This research examines the role of alcohol consumption on self‐perceived attractiveness. Study 1, carried out in a barroom (N= 19), showed that the more alcoholic drinks customers consumed, the more attractive they thought they were. In Study 2, 94 non‐student participants in a bogus taste‐test study were given either an alcoholic beverage (target BAL [blood alcohol level]= 0.10 g/100 ml) or a non‐alcoholic beverage, with half of each group believing they had consumed alcohol and half believing they had not (balanced placebo design). After consuming beverages, they delivered a speech and rated how attractive, bright, original, and funny they thought they were. The speeches were videotaped and rated by 22 independent judges. Results showed that participants who thought they had consumed alcohol gave themselves more positive self‐evaluations. However, ratings from independent judges showed that this boost in self‐evaluation was unrelated to actual performance.  相似文献   
366.
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression—by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. Aggr. Behav. 39:64‐70, 2013. © 2012 Wiley Periodicals, Inc.  相似文献   
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It is well established that violent video games increase aggression. There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behavior over three consecutive days. Participants (N = 70) played violent or nonviolent video games 20 min a day for three consecutive days. After gameplay, participants could blast a confederate with loud unpleasant noise through headphones (the aggression measure). As a potential causal mechanism, we measured hostile expectations. Participants read ambiguous story stems about potential interpersonal conflicts, and listed what they thought the main characters would do or say, think, and feel as the story continued. As expected, aggressive behavior and hostile expectations increased over days for violent game players, but not for nonviolent video game players, and the increase in aggressive behavior was partially due to hostile expectations.  相似文献   
368.
In this article, we describe the development and validation of a short (10 item) but comprehensive self-report measure of childhood narcissism. The Childhood Narcissism Scale (CNS) is a 1-dimensional measure of stable individual differences in childhood narcissism with strong internal consistency reliability (Studies 1–4). The CNS is virtually unrelated to conventional measures of self-esteem but is positively related to self-appraised superiority, social evaluative concern and self-esteem contingency, agentic interpersonal goals, and emotional extremity (Study 5). Furthermore, the CNS is negatively related to empathic concern and positively related to aggression following ego threat (Study 6). These results suggest that childhood narcissism has similar psychological and interpersonal correlates as adult narcissism. The CNS provides researchers a convenient tool for measuring narcissism in children and young adolescents with strong preliminary psychometric characteristics.  相似文献   
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This research investigated infants’ scanning of a talking, socially engaging face. Three- to four-month-olds looked equally at the mouth and eyes whereas 9-month-olds attended more to the eyes than mouth. These findings shed light on information infants’ seek from dynamic face stimuli.  相似文献   
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This study examined attitude strength in the context of the 2004 U.S. presidential election. Surveys of 299 undergraduates assessed attitudes and attitude strength constructs toward Bush/Kerry. The results suggest that (a) attitude strength constructs, especially importance and value-relevance, predict political behavior, (b) indicators of attitude strength may represent two underlying factors, and (c) attitude strength moderates the attitude-candidate choice relationship. Additional results offered some support for the validity of two new attitude strength constructs: higher order attitudes (participants' attitudes about their attitudes) and polarization of candidate attitudes (the absolute value of the difference in attitudes toward Bush and Kerry).  相似文献   
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