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311.
Mass suicide can be defined as the simultaneous suicide of all the members of a social group and is closely linked to the human dimension of existence, although the social and cultural context may vary. In fact, the term mass suicide can also be used to describe situations in which a particular population has reacted to oppression by denying all normal activities of sustenance, with the intention of bringing about a traumatic metamorphosis in a cultural context (colonization, exploitation by other populations), thus transforming a catastrophe in which a passive role is played into one constructed actively. Therefore, mass suicides can be subdivided into two categories: (a) hetero-induced, typical of defeated and colonized populations forced to escape from a reality that does not acknowledge their human dignity and (b) self-induced, in which the motivation is related to a distorted evaluation of reality, without there being either an intolerable situation or a real risk of death. The mass suicides that have taken place in the last 20 years are all related to the establishment of religious sects; the mystic delirium created within the sect leads to the self-destruction of the group as being interpreted as an act of self-assertiveness.  相似文献   
312.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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314.
Although the role of emotion in socioeconomic decision making is increasingly recognised, the impact of specific emotional disorders, such as anxiety disorders, on these decisions has been surprisingly neglected. Twenty anxious patients and twenty matched controls completed a commonly used socioeconomic task (the Ultimatum Game), in which they had to accept or reject monetary offers from other players. Anxious patients accepted significantly more unfair offers than controls. We discuss the implications of these findings in light of recent models of anxiety, in particular the importance of interpersonal factors and assertiveness in an integrated model of decision making. Finally, we were able to show that pharmacological serotonin used to treat anxious symptomatology tended to normalise decision making, further confirming and extending the role of serotonin in co-operation, prosocial behaviour, and social decision making. These results show, for the first time, a different pattern of socioeconomic behaviour in anxiety disordered patients, in addition to the known memory, attentional and emotional biases that are part of this pathological condition.  相似文献   
315.
In three studies, we investigated whether and to what extent the evaluation of two mutually exclusive hypotheses is affected by a feature-positive effect, wherein present clues are weighted more than absent clues. Participants (N = 126) were presented with abstract problems concerning the most likely provenance of a card that was drawn from one of two decks. We factored the correct response (the hypothesis favored by the consideration of all clues) and the ratio of present-to-absent features in each set of observations. Furthermore, across the studies, we manipulated the presentation format of the features’ probabilities by providing the probability distributions of occurrences (Study 1), non-occurrences (Study 3) or both (Study 2). In all studies, both participant preference and accuracy were mostly determined by an over-reliance on present features. Moreover, across participants, both confidence in the responses and the informativeness of the present clues correlated positively with the number of responses given in line with an exclusive consideration of present features. These results were mostly independent of both the rarity of the absent clues and the presentation format. We concluded that the feature-positive effect influences hypothesis evaluation, and we discussed the implications for confirmation bias.  相似文献   
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Decades of research have examined the effects of cannabis on neurocognition. Recent advances in this field provide us with a better understanding of how cannabis use influences neurocognition both acutely (during intoxication) and non-acutely (after acute effects subside). Evidence of problems with episodic memory is one of the most consistent findings reported; however, several other neurocognitive domains appear to be adversely affected by cannabis use under various conditions. There is significant variability in findings across studies, thus a discussion of potential moderators is increasingly relevant. The purpose of this review was to 1) provide an update on research of cannabis’ acute and non-acute effects on neurocognition, with a focus on findings since 2007 and 2) suggest and discuss how neurodevelopmental issues and sex differences may influence cannabis effects on neurocognition. Finally we discuss how future investigations may lead to better understanding of the complex interplay among cannabis, stages of neurodevelopment, and sex on neurocognitive functioning.  相似文献   
318.
Abstract

Contemporary psychoanalysis emphasizes the role of “real” trauma, as it is well shown by recent sociological and theoretical developments (such as Kohut's Self psychology, object relation theory, renewed interest in Ferenczi's and Sullivan's contributions, etc.). To understand more clearly these developments, the author traces again the steps laid down by Freud in building the psychoanalytic edifice. The renewed interest in the environment, in real traumas, and in the vicissitudes of object relations could be a “paradigm change” in psychoanalysis: a return to Freud's original seduction theory. This development is seen as related to the difficulties of Freud's drive theory.  相似文献   
319.
In a previous article, we reported an investigation of visuomanual pursuit tracking of unpredictable two-dimensional targets. This article extends the study to the tracking of predictable stimuli. In both investigations, the target trajectory was elliptical. The experimental factors we varied were the orientation of the major axis of the ellipses (horizontal or vertical), the period of the movement (9.65 to 1.61 s), and the law of motion (natural vs. transformed). In the natural condition (L), the motion results from the combination of harmonic functions, as would be the case if the target were generated by a human. In the transformed (T) condition, the law of motion departs systematically from this natural model. The main results of the study are as follows: (a) Satisfactory performance is achieved only in the natural condition. Pursuit movements obey the same constraints observed in spontaneous movements. (b) Predictability affects significantly the average delay between target and pursuit. (c) Each component of the pursuit movements depends on both components of the targets. Thus, two-dimensional tracking generalizes significantly the classical one-dimensional condition. (d) The simple model developed previously to describe performance with unpredictable targets can be generalized to cover the present case as well.  相似文献   
320.
Starting from concepts that Winnicott developed and that are unexpectedly near to postmodern concepts, I attempt to map some features of the complex territory that lies between analyst and patient from the viewpoint of the relationship that exists between subjectivity and objectivity. In the first section, I give a personal reading of Winnicottian model, emphasizing the idea that the subject’s unconscious acts upon and transforms the object’s (thereby putting in motion further unconscious processes within the object). Then I highlight the presence, in the transference, of various levels of communication and of a paradoxical multidimensionality that upsets the traditional space-time categories and also upsets the analyst’s mental stance. In the third section, I present a new form of countertransference (pervasive), through which the patient’s unconscious creates a sensory environment of proto-emotions and atmospheres, of states and rhythms, that have permeated it and that, due to their intensity and nature, arrived there without symbolization. Finally, I attempt to demonstrate how the patient can undergo psychic change only if the analyst has, himself, inhabited an analogous process of transformation in response to the disturbances arising within the analytical relationship. The clinical-theoretical stance emerging from these reflections sees the relation to the other, to oneself, and to the world as made possible by subjective creation always taking place in the unconscious.  相似文献   
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