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71.
Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.  相似文献   
72.
Excessive computer game playing: evidence for addiction and aggression?   总被引:2,自引:0,他引:2  
Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.  相似文献   
73.
The acquisition of free-operant lever pressing by hungry rats was investigated under a schedule in which the first lever press in each second programmed a reinforcer delivery after a fixed delay. In two studies acquisition was observed under programmed delays ranging between 0 and 32 sec, although animals trained with a delay of 64 sec pressed no more than yoked, non-contingent controls. In the final study an attempt was made to enhance sensitivity to the instrumental contingency under a 64-sec delay by exposing the animals to the operant chamber in the absence of the lever prior to each training session. Only animals receiving such exposure pressed significantly more than their non-contingent controls.  相似文献   
74.
It has been proposed that one means of understanding a person's current behaviour and predicting future actions is by simulating their actions. That is, when another person's actions are observed, similar motor processes are activated in the observer. For example, after observing a reach over an obstacle, a person's subsequent reach trajectory is more curved, reflecting motor priming. Importantly, such motor states are only activated if the observed action is in near (peripersonal) space. However, we demonstrate that when individuals share action environments, simulation of another person's obstacle avoiding reach path takes place even when the action is in far (extrapersonal) space. We propose that action simulation is influenced by factors such as ownership. When an "owned" object is a potential future obstacle, even when it is viewed beyond current action space, simulations are evoked, and these leave a more stable memory capable of influencing future behaviour.  相似文献   
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Models of attentional allocation in associative learning are typically structured according to one of two guiding principles: the predictiveness principle, which posits that attention is paid to cues that have reliably predicted an outcome in the past, or the uncertainty principle, which states that attention is paid to cues about which little is known. Both principles are well supported by studies of animals. However, in studies of human learning, there is very little direct empirical support for the uncertainty principle. In the study reported here, we addressed this gap by investigating negative transfer, a phenomenon that may provide unique support for the uncertainty principle. In two human learning experiments using an allergist task, we replicated the primary findings of previous research on animal learning. We believe that these data provide the first direct evidence for the uncertainty principle in human associative learning.  相似文献   
78.
The temporal coupling of behavior serves as a foundation for effective social exchange with synchronized actions moderating core components of social‐cognitive functioning. Questions remain, however, regarding the precise conditions under which this form of behavioral coordination emerges. In particular, do social factors moderate the extent to which people synchronize their movements with others? Given that synchrony serves as an important non‐verbal route through which interpersonal connections can be forged, the current investigation considered whether contextual influences moderate the emergence of behavioral coupling. To explore this issue, movements were recorded while participants performed a repetitive activity (i.e., stepping) with an interaction partner who either turned up for the experiment on time or was 15 minutes late. Results revealed that coordination (i.e., in‐phase synchrony) was substantially reduced when participants interacted with a tardy partner, a finding that highlights the impact that social factors exert on the spontaneous emergence of behavioral synchrony. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   
79.
Accounts of subjective randomness suggest that people consider a stimulus random when they cannot detect any regularities characterizing the structure of that stimulus. We explored the possibility that the regularities people detect are shaped by the statistics of their natural environment. We did this by testing the hypothesis that people’s perception of randomness in two-dimensional binary arrays (images with two levels of intensity) is inversely related to the probability with which the array’s pattern would be encountered in nature. We estimated natural scene probabilities for small binary arrays by tabulating the frequencies with which each pattern of cell values appears. We then conducted an experiment in which we collected human randomness judgments. The results show an inverse relationship between people’s perceived randomness of an array pattern and the probability of the pattern appearing in nature.  相似文献   
80.
A growing number of studies have reported a link between gambling and aggressive behaviour. The aim of this study was to contextualize objective findings of a previous observational study regarding slot machine gambling and aggressive behaviour (Parke & Griffiths, Psychological Reports, 95, 109–114, 2004). Interpretative Phenomenological Analysis was applied using the Idiographic Case Study method. The data revealed three superordinate themes regarding slot machine gambling‐induced aggression (i.e. Competitive Advantage Reduction, Self‐esteem Reduction, and Cognitive Regret). Within these superordinate themes, subordinate themes emerged identifying how environmental factors and structural characteristics of slot machine gambling, along with the consequences of losing, produced aggressive behaviour. It is concluded that gambling‐induced aggression is a manifestation of the underlying conflict of engaging in dysfunctional behaviour while consciously acknowledging its detrimental effects. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   
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