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21.
The aim of the present paper is three-fold: it reveals the inherent limitations of the concept of disorder in psychopathology and psychotherapy. It argues that characteristics of the person such as individuality, subjectivity and identity, have to be considered in psychiatric and psychotherapeutic concepts. And it shows that psychotherapy is dependent on cultural, social and socio-economic factors that are neglected in many theories. The paper uses clinical and epistemological arguments. It arrives at the conclusion that the above mentioned limitations have a common ground. They could be overcome, if psychiatry and psychotherapy were self-reflective and self-critical in respect to the inherent limitations of theory and practice and if they integrated concepts of being different in their basic theories so that symptoms, persons and cultural or societal peculiarities could be recognised and acknowledged.—The paper has been written as a comment to D. Orlinsky's statements considering disorder-specific psychotherapies from the viewpoint of psychotherapy research.  相似文献   
22.
The purpose of the popular Iowa gambling task is to study decision making deficits in clinical populations by mimicking real-life decision making in an experimental context. Busemeyer and Stout [Busemeyer, J. R., & Stout, J. C. (2002). A contribution of cognitive decision models to clinical assessment: Decomposing performance on the Bechara gambling task. Psychological Assessment, 14, 253-262] proposed an “Expectancy Valence” reinforcement learning model that estimates three latent components which are assumed to jointly determine choice behavior in the Iowa gambling task: weighing of wins versus losses, memory for past payoffs, and response consistency. In this article we explore the statistical properties of the Expectancy Valence model. We first demonstrate the difficulty of applying the model on the level of a single participant, we then propose and implement a Bayesian hierarchical estimation procedure to coherently combine information from different participants, and we finally apply the Bayesian estimation procedure to data from an experiment designed to provide a test of specific influence.  相似文献   
23.
Even though it has been over 20 years since Spence and Robbins (1992) first showed perfectionism and workaholism to be closely related, the relationship between perfectionism and workaholism is still under-researched. In particular, it has remained unclear why perfectionism is linked to workaholism. Using data from 131 employees, this study—examining self-oriented and socially prescribed perfectionism—investigated whether intrinsic–extrinsic work motivation could explain the positive relationship between perfectionism and workaholism. Whereas socially prescribed perfectionism was unrelated to workaholism, self-oriented perfectionism showed a positive correlation with workaholism. Furthermore autonomous (integrated and identified regulation) and controlled (introjected and external regulation) work motivation showed positive correlations. However, when all predictors were entered in a regression analysis, only self-oriented perfectionism, identified regulation, and introjected regulation positively predicted workaholism. In addition, a mediation analysis showed that identified and introjected regulation fully mediated the effect of self-oriented perfectionism on workaholism. The findings suggest that high levels of work motivation explain why many self-oriented perfectionists are workaholic.  相似文献   
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The motivating effects of group work as compared with individual work are not restricted to the research laboratory but have recently been documented in existing groups performing meaningful tasks. Freestyle swimmers at the 2008 Olympics were shown to swim faster in relay groups than in the individual competitions when their contribution was highly instrumental for the relay group (i.e., indispensable) because of their serial position in the group. The present study replicated and extended this work, aggregating a larger sample from major sports events (N = 199 freestyle swimmers) that also allowed for a competitive test between the instrumentality approach and explanations based on differences in the starting procedures of relay and individual competitions. Consistent with expectancy value models of effort expenditure in groups, swimmers were faster in the relay groups as compared with individual competitions only when (i) a swimmer's performance was highly instrumental for the group's performance (i.e., later serial position in the relay) and (ii) the group's performance was highly instrumental for a positive group outcome (i.e., the relay group had a good chance of winning a medal). The data were not consistent with an explanation of performance differences merely as a result of different starting procedures. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
26.
Joachim Lambek 《Studia Logica》2012,100(4):667-681
Grammar can be formulated as a kind of substructural propositional logic. In support of this claim, we survey bare Gentzen style deductive systems and two kinds of non-commutative linear logic: intuitionistic and compact bilinear logic. We also glance at their categorical refinements.  相似文献   
27.
Research on bystander intervention has produced a great number of studies showing that the presence of other people in a critical situation reduces the likelihood that an individual will help. As the last systematic review of bystander research was published in 1981 and was not a quantitative meta-analysis in the modern sense, the present meta-analysis updates the knowledge about the bystander effect and its potential moderators. The present work (a) integrates the bystander literature from the 1960s to 2010, (b) provides statistical tests of potential moderators, and (c) presents new theoretical and empirical perspectives on the novel finding of non-negative bystander effects in certain dangerous emergencies as well as situations where bystanders are a source of physical support for the potentially intervening individual. In a fixed effects model, data from over 7,700 participants and 105 independent effect sizes revealed an overall effect size of g = -0.35. The bystander effect was attenuated when situations were perceived as dangerous (compared with non-dangerous), perpetrators were present (compared with non-present), and the costs of intervention were physical (compared with non-physical). This pattern of findings is consistent with the arousal-cost-reward model, which proposes that dangerous emergencies are recognized faster and more clearly as real emergencies, thereby inducing higher levels of arousal and hence more helping. We also identified situations where bystanders provide welcome physical support for the potentially intervening individual and thus reduce the bystander effect, such as when the bystanders were exclusively male, when they were naive rather than passive confederates or only virtually present persons, and when the bystanders were not strangers.  相似文献   
28.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   
29.
Journal of Child and Family Studies - Parents whose self-esteem is contingent on their children’s achievements tend to exert more control over their children by displaying decreased affection...  相似文献   
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