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41.
Two studies are reported that examine gender differences in attitudes toward conventional buying and on-line buying. Thematic analysis of open-ended accounts (n=113) in Study 1 provides a rich, qualitative map of buying attitude dimensions that are important to young women and men. Study 2 is a quantitative survey (n=240) of functional, emotional–social, and identity-related buying motivations in the 2 environments. The on-line environment has an effect on buying attitudes, but more strongly so for women than for men. Whereas men's functional concerns are amplified—rather than changed—in the shift from conventional to on-line buying, women's motivational priorities show a reversal, and less involvement in shopping. In contrast to men, women's on-line buying is associated with barriers (social–experiential factors) and facilitators (efficiency, identity-related concerns) grounded in their attitudes toward conventional buying. This has implications for the ease with which women and men can and want to adapt to the accelerating shift toward computer-mediated shopping.  相似文献   
42.
This paper is based on the publications of Daniel Stern’s Process of Change Study Group, which contain new hypotheses concerning the analytical process and how it works. The various stages in the system proposed by this group (“moving along”—”now moment”—”moment of meeting”) are illustrated by a case history with regard to relevant aspects of the transference and with special emphasis on the observed countertransference. The hypothesis used to explain the detailed “now moment” and “moment of meeting” is based on psychoanalytical considerations. This process is analyzed with reference to the concepts of “reparative regression” or “regression for the sake of recognition”, progression and regression, fulguration, and creativity, autonomy, and intimacy.  相似文献   
43.
A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.  相似文献   
44.
A growing body of evidence shows that a materialistic value orientation is linked to lower well-being (Dittmar 2008; Kasser & Kanner, 2004), but we know little about factors that influence this association, or linked behavioural tendencies, particularly in developing countries, such as India. Extending our previous research (Dittmar 2005a, b; Dittmar et al. 2007), we develop a model in which endorsement of materialistic values is linked to buying motives focused on identity projection and emotion regulation, which, in turn, are linked to lower well-being and dysfunctional consumer behaviour. We tested these hypothesised associations in surveys with 236 younger and older adults in India and the UK, and found that they were consistent with our model, showing few country or generational differences. Theoretical and applied implications are discussed, as well as directions for future research.  相似文献   
45.
Previous research on media exposure and body image focuses on TV and magazines, rather than the under researched types of media heavily consumed by adolescents, such as music videos. The present research, involving 199 adolescent girls (aged 14?C16) from South-East England, examines girls?? media consumption (types and genres) and identification with media models, then uses an exposure experiment to investigate whether the different media formats in which ??body perfect?? ideals are presented affects their impact on body image. ??Study 1?? showed that neither type nor amount of media use was related to body dissatisfaction, however media model identification was. ??Study 2?? demonstrated that regardless of media type, experimental exposure to the body perfect led to significantly higher body and appearance dissatisfaction, compared to control images, but primarily amongst those girls who strongly identified with media models. Theoretical and intervention implications are discussed.  相似文献   
46.
We examine the question of whether the human comprehension device exhibits word-order preferences during on-line sentence comprehension. The focus is on the positioning of finite verbs and auxiliaries relative to subjects and objects in German. Results from three experiments (using self-paced reading and event-related brain potentials) show that native speakers of German prefer to process finite verbs in second position (i.e., immediately after the subject and before the object). We will account for this order preference in terms of the relative processing costs associated with SVfO and SOVf. Our finding that word-order preferences play an important role in the on-line comprehension of German sentences is compatible with results from previous studies on English and other languages.  相似文献   
47.
This paper proposes a new model of consumer impulsivity, using type of good, a person's endorsement of materialistic values, and identity deficits as predictors. Traditional decision making and psychological accounts see impulsive behaviour as a general overweighing of short‐term gratification (I want that dress now) relative to longer‐term concerns, irrespective of consumer good. Our proposal is that consumers' impulsivity (a) differs according to type of good and (b) is linked systematically to a combination of materialistic values and high identity deficits. Beginning with Study 1, three experiments, using a temporal discounting paradigm, show consistently that discount rates are higher for goods that are seen as highly expressive of identity (e.g., clothes) than goods not expressive of identity (e.g., basic body care products). For materialistic consumers, identity deficits predict discount rates for identity‐expressive goods (Study 2), and discount rates change for materialistic individuals when their identity deficits are made salient (Study 3). These findings support a conceptualization of consumer impulsivity as identity‐seeking behaviour.  相似文献   
48.
ABSTRACT— The art of acting has been defined as the ability to live truthfully under imaginary circumstances. Our many years of researching theatrical expertise have produced findings relevant to text comprehension, learning theory, cognitive aging, and expert memory. In this article, we first discuss how large amounts of dialogue, learned in a very short period, can be reproduced in real time with complete spontaneity. We then turn to abstracting the essence of acting and applying it to diverse undertakings, from discovering optimal learning strategies to promoting healthy cognitive aging. Finally, we address the implications of acting expertise on current theories of embodied cognition.  相似文献   
49.
The aim of this study was to compare pathological gamblers and skydivers in relation to measures of impulsivity and sensation seeking. The Eysenck Impulsivity Scale - Narrow Impulsiveness Subscale and the Arnett Inventory of Sensation Seeking were administered to pathological gamblers (n = 29), skydivers (n = 93), and a control group (n = 43). A two-way multivariate analysis of variance was conducted to explore differences in impulsivity and sensation seeking between the groups and possible group by gender and group by age interaction effects. The significant effects were further investigated using follow-up univariate analysis of variance. The results showed significant main effects of Group, Gender and Age, and a significant Group by Gender interaction effect. The results showed no statistically significant differences in impulsivity between pathological gamblers and skydivers; however, both groups scored higher than the controls. The skydivers scored higher compared to the pathological gamblers and controls on both sensation seeking subscales. Pathological gamblers scored higher than the controls on the subscale Need for Stimulus Intensity, although lower than the controls on the subscale Need for Novelty. We conclude that skydivers and pathological gamblers do not seem to differ in terms of impulsivity, but that the two groups differ in terms of sensation seeking. Skydivers are hence characterized by more sensation seeking compared to pathological gamblers. Skydiving, as opposed to pathological gambling, is not considered a psychiatric disorder, and skydiving may represent a more non-pathological way to fulfill the need for stimulus intensity.  相似文献   
50.
The paper discusses the results from Vierordt's 1868 book Der Zeitsinn nach Versuchen [The Experimental Study of the Time Sense]. Illustrations of “Vierordt's Law”, the proposition that short durations are judged as longer than they really are, whereas long durations are judged as shorter, with an “indifference point” in between, are provided, mainly from reproduction experiments where Vierordt and his students or colleagues served as experimental participants. Other work from Der Zeitsinn including time discrimination and categorical timing procedures is also presented. Some subsequent research on Vierordt's Law and the “indifference point” is discussed with respect to some issues in contemporary timing theory.  相似文献   
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