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51.
Cancer has different psychological and physical outcomes. The present study was conducted to examine psychological distress, posttraumatic growth, and dispositional mindfulness in cancer patients. A total of 109 cancer patients entered the research. The Five-Facet Mindfulness Questionnaire (FFMQ), the Depression Anxiety Stress Scales (DASS-21), and the Posttraumatic Growth Inventory (PTGI) were used for data collection. The regression analysis revealed that dispositional mindfulness can be a significant predictor of psychological distress and posttraumatic growth in cancer patients. The results also showed that mindfulness is related significantly to psychological outcomes and adaptation in cancer patients and should be further addressed in cancer treatment.  相似文献   
52.
Over the last three decades, Islam has demonstrated its vitality as a system of symbolic and collective identity that informs the social and political dynamics of Indonesian society. It has increasingly served as the most important frame of reference for many Indonesians to reflect upon the socio-political and cultural system they imagined capable of bringing about justice and attaining veritable development. Keeping pace with the growing influence of Islam among the emerging Indonesian Muslim middle class, it has even gradually emerged as a symbol of elitism, associated with the road to success. Its strength lies in the fact that it has developed into some sort of network that enables large numbers of people from different social backgrounds to share and make contacts, both real and virtual. Through this network, the Islamic revival messages have resonated loudly, influencing multiple social and political fields. The network, in turn, provides credible paths for upward mobility and also a market for commercial products.  相似文献   
53.
The study focused on personal obstacles to creativity between 385 Brazilian and 305 Mexican university students. The Obstacles to Personal Creativity Inventory, designed and validated by Alencar (1999b), was administered to these students. The results indicated that Lack of Time/Opportunity was the most frequent obstacle. Significant differences were observed between Brazilian and Mexican students in the cluster of obstacles named Lack of Motivation, and between male and female students in the cluster of obstacles named Inhibition/Shyness. The results point to several obstacles to personal creativity which are common among university students. These obstacles should be known by those involved in education in order for them to help students to be less susceptible to obstacles that hinder their creativity.  相似文献   
54.
One function of music is considered to be defining social identity for oneself and for others. This aspect of musical styles was investigated in the light of Social Identity Theory by examining how a college student population described fans of different musical styles. Respondents were questioned about their perception of listeners of six musical styles, two of which were indigenous to Turkey. Three basic dimensions that described the listeners of these styles emerged as the result of factor and scale reliability analyses. These dimensions were labelled the sophisticated, the sprightly, and the loser. Respondents associated these features with fans of different styles to different extents. The sprightly dimension characterized listeners of pop, rock, and rap best. The sophisticated dimension was most closely associated with listeners of classical and Turkish folk music. Listening to Arabesk, which is a style that is specific to Turkey, was most closely associated with the loser dimension. Consistent with the predictions of Social Identity Theory, evaluations by a person were affected by the attitude of that person towards a style in the cases of rock and Turkish folk music. Especially on the sophisticated dimension, respondents who liked rock or Turkish folk music rated the listeners of these styles closer to the ideal than respondents who disliked them. However, the self‐evaluations of these groups were similar. Furthermore, respondents typically described themselves as being closer to the ideal value on the three dimensions than the listeners of musical styles they liked. These results provide considerable support for the idea that liking a musical style shows characteristics of group membership according to Social Identity Theory.  相似文献   
55.
Polygamy represents expanded family structures that are based on marriages involving a husband with 2 or more wives. Interestingly, polygamy is legally and widely practiced in 850 societies across the globe. In the last 2 decades, polygamy has been the focus of a significant growth in public, political, and academic awareness. Indeed, several quantitative and qualitative research articles and theoretical papers have emerged during this period, particularly concerning the effects of this form of marital structure on behavioral, emotional, and academic adjustment of children. However, to date, no researcher has provided a summary of the extant literature. Thus, the purpose of this comprehensive literature review is to summarize findings and to discuss implications of empirical studies that have examined whether polygamous marital structures are beneficial or harmful to children in comparison with children raised in monogamous marital structures. This review includes a summary of the findings from all quantitative and qualitative studies in the extant literature that have examined the effect of polygamy on children's outcomes.  相似文献   
56.
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   
57.
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   
58.
Using data from 28 countries in four continents, the present research addresses the question of how basic values may account for political activism. Study (N = 35,116) analyses data from representative samples in 20 countries that responded to the 21‐item version of the Portrait Values Questionnaire (PVQ‐21) in the European Social Survey. Study (N = 7,773) analyses data from adult samples in six of the same countries (Finland, Germany, Greece, Israel, Poland, and United Kingdom) and eight other countries (Australia, Brazil, Chile, Italy, Slovakia, Turkey, Ukraine, and United States) that completed the full 40‐item PVQ. Across both studies, political activism relates positively to self‐transcendence and openness to change values, especially to universalism and autonomy of thought, a subtype of self‐direction. Political activism relates negatively to conservation values, especially to conformity and personal security. National differences in the strength of the associations between individual values and political activism are linked to level of democratization.  相似文献   
59.
Self‐gifting consumer behaviour (SGCB) is on the rise as consumers seek reward and therapeutic benefits from their shopping experiences. SGCB is defined as personally symbolic, self‐communication through special indulgences, which tend to be premeditated and highly context bound. Prior research into the measurement of this growing behavioural phenomenon has been fragmented because of differences in conceptualisation. This research builds upon the prior literature and through a series of qualitative and quantitative studies, develops a valid, multidimensional measure of SGCB that will be useful for future quantitative inquiry into self‐gifting consumption. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
60.
How can we understand the uses of music in daily life? Music is a universal phenomenon but with significant interindividual and cultural variability. Listeners’ gender and cultural background may influence how and why music is used in daily life. This paper reports the first investigation of a holistic framework and a new measure of music functions (RESPECT‐music) across genders and six diverse cultural samples (students from Germany, Kenya, Mexico, New Zealand, Philippines, and Turkey). Two dimensions underlie the mental representation of music functions. First, music can be used for contemplation or affective functions. Second, music can serve intrapersonal, social, and sociocultural functions. Results reveal that gender differences occur for affective functions, indicating that female listeners use music more for affective functions, i.e., emotional expression, dancing, and cultural identity. Country differences are moderate for social functions (values, social bonding, dancing) and strongest for sociocultural function (cultural identity, family bonding, political attitudes). Cultural values, such as individualism–collectivism and secularism–traditionalism, can help explain cross‐cultural differences in the uses of music. Listeners from more collectivistic cultures use music more frequently for expressing values and cultural identity. Listeners from more secular and individualistic cultures like to dance more. Listeners from more traditional cultures use music more for expressing values and cultural identity, and they bond more frequently with their families over music. The two dimensions of musical functions seem systematically underpinned by listeners’ gender and cultural background. We discuss the uses of music as behavioral expressions of affective and contemplative as well as personal, social, and sociocultural aspects in terms of affect proneness and cultural values.  相似文献   
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