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211.
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   
212.
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   
213.
This study addresses the relation between lexico-semantic body knowledge (i.e., body semantics) and spatial body representation (i.e., structural body representation) by analyzing naming performances as a function of body structural topography. One hundred and forty-one children ranging from 5 years 2 months to 10 years 5 months old were asked to provide a lexical label for isolated body part pictures. We compared the children’s naming performances according to the location of the body parts (body parts vs. head features and also upper vs. lower limbs) or to their involvement in motor skills (distal segments, joints, and broader body parts). The results showed that the children’s naming performance was better for facial body parts than for other body parts. Furthermore, it was found that the naming of body parts was better for body parts related to action. These findings suggest that the development of a spatial body representation shapes the elaboration of semantic body representation processing. Moreover, this influence was not limited to younger children. In our discussion of these results, we focus on the important role of action in the development of body representations and semantic organization.  相似文献   
214.
The human ability to flexibly adapt to novel circumstances is extraordinary. Perhaps the most illustrative, yet underappreciated, form of this cognitive flexibility is rapid instructed task learning (RITL)—the ability to rapidly reconfigure our minds to perform new tasks from instructions. This ability is important for everyday life (e.g., learning to use new technologies) and is used to instruct participants in nearly every study of human cognition. We review the development of RITL as a circumscribed domain of cognitive neuroscience investigation, culminating in recent demonstrations that RITL is implemented via brain circuits centered on lateral prefrontal cortex. We then build on this and the recent discovery of compositional representations within lateral prefrontal cortex to develop an integrative theory of cognitive flexibility and cognitive control that identifies mechanisms that may enable RITL within the human brain. The insights gained from this new theoretical account have important implications for further developments and applications of RITL research.  相似文献   
215.
Alzheimer’s disease (AD) patients and control subjects were tested in an affective priming paradigm associated with an affective discrimination task. Two pictures, one affectively positive or affectively negative and the other neutral, were presented simultaneously in the right and in the left visual fields; the participants had to decide which of the two pictures was the most affectively positive or negative. The target pictures were preceded by a prime picture that was either affectively positive, affectively negative, or neutral. The principal result was the observation, in AD patients as well as in control subjects, of negative affective priming effects for targets presented in the right hemisphere, and of positive affective priming effects for targets presented in the left hemisphere. The presence of affective priming effects suggests that AD patients have no particular deficit in the automatic activation of emotional information; the fact that priming effects were also observed for targets presented in the left hemisphere showed that AD patients probably have no left hemisphere deficit in the automatic activation of emotional information. However, in AD patients, affective priming effects were significant with negative targets but not with positive targets, which could suggest that AD patients processed positive targets in a more semantic way than negative targets.  相似文献   
216.
ABSTRACT

The study of memory for famous people and visual imagery retrieval was investigated in patients in the early stages of Alzheimer's disease (AD) and in the prodromal stage of AD, so-called Mild Cognitive Impairment (MCI). Fifteen patients with AD (MMSE ≥23), 15 patients with amnestic MCI (a-MCI) and 15 normal controls (NC) performed a famous names test designed to evaluate the semantic and distinctive physical features knowledge of famous persons. Results indicated that patients with AD and a-MCI generated significantly less physical features and semantic biographical knowledge about famous persons than did normal control participants. Additionally, significant differences were observed between a-MCI and AD patients in all tasks. The present findings confirm recent studies reporting semantic memory impairment in MCI. Moreover, the current findings show that mental imagery is lowered in a-MCI and AD and is likely related to the early semantic impairment.  相似文献   
217.
Although tissue type plasminogen activator (tPA) and brain derived neurotrophic factor (BDNF) have been extensively described to influence brain outcomes in a number of disorders, their roles during physiological aging are poorly investigated. In the present study, we investigated whether maintenance of mice in different environmental conditions could influence age-associated changes in hippocampal tPA expression and BDNF maturation in relation with modifications of their cognitive performances. Our data indicate that maintenance in enriched housing led to a reversal of age-associated decrease in expression of hippocampal tPA. A subsequent increase in the level of mature BDNF and an improvement in emotional and spatial memories were observed. Taken together, these data suggest that the tPA–BDNF axis could play a critical role in the control of cognitive functions influenced both by the age and housing conditions.  相似文献   
218.
219.
The purpose of this study was to extend the literature on decoding by bringing together two lines of research, namely person and word factors that affect decoding, using a crossed random-effects model. The sample was comprised of 196 English-speaking grade 1 students. A researcher-developed pseudoword list was used as the primary outcome measure. Because grapheme-phoneme correspondence (GPC) knowledge was treated as person and word specific, we are able to conclude that it is neither necessary nor sufficient for a student to know all GPCs in a word before accurately decoding the word. And controlling for word-specific GPC knowledge, students with lower phonemic awareness and slower rapid naming skill have lower predicted probabilities of correct decoding than counterparts with superior skills. By assessing a person-by-word interaction, we found that students with lower phonemic awareness have more difficulty applying knowledge of complex vowel graphemes compared to complex consonant graphemes when decoding unfamiliar words. Implications of the methodology and results are discussed in light of future research.  相似文献   
220.
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