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11.
Metabolic conditions affect hypothalamo-pituitary-adrenal responses to stressful stimuli. Here we examined effects of food deprivation, leptin and ghrelin upon noradrenaline release in the hypothalamic paraventricular nucleus (PVN) and plasma adrenocorticotropic hormone (ACTH) concentrations after stressful stimuli. Food deprivation augmented both noradrenaline release in the PVN and the increase in plasma ACTH concentration following electrical footshocks (FSs). An intracerebroventricular injection of leptin attenuated the increases in hypothalamic noradrenaline release and plasma ACTH concentrations after FSs, while ghrelin augmented these responses. These data suggest that leptin inhibits and ghrelin facilitates neuroendocrine stress responses via noradrenaline release and indicate that a decrease in leptin and an increase in ghrelin release after food deprivation might contribute to augmentation of stress-induced ACTH release in a fasting state.  相似文献   
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Twenty-one healthy subjects were instructed to observe the mirror image of the tactile stimulation of their own hand (control condition) or an assistant’s hand (experimental condition) while being queried about the referred sensation (RS) in their own masked hand behind the mirror. The rated intensity of the RS under the experimental condition was significantly stronger than that under the control condition. In a second experiment, the experimental condition was replaced with the tactile stimulation of a prosthetic (rubber) hand, and was compared with the tactile stimulation of the subject’s own hand (control condition). In both of the experiments, the rated intensity of RS was significantly stronger under the experimental condition than under the control condition. The qualitative characteristics of the induced RS on the mirror image hand—including the location, sense of ownership, and various subjective feelings—were also found to vary among subjects. In conclusion, an RS could be induced in healthy subjects on the mirror image of the hand by tactile stimulations, although this effect differed substantially among individuals.  相似文献   
13.
Little research has been conducted on achievement motivation and memory and, more specifically, on achievement goals and memory. In the present research, the authors conducted two experiments designed to examine the influence of mastery-approach and performance-approach goals on immediate and delayed remember-know recognition memory. The experiments revealed differential effects for achievement goals over time: Performance-approach goals showed higher correct remember responding on an immediate recognition test, whereas mastery-approach goals showed higher correct remember responding on a delayed recognition test. Achievement goals had no influence on overall recognition memory and no consistent influence on know responding across experiments. These findings indicate that it is important to consider quality, not just quantity, in both motivation and memory, when studying relations between these constructs.  相似文献   
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In this research, we investigate impression management (IM) as a substantive personality variable by linking it to differentiated achievement motivation constructs, namely achievement motives (workmastery, competitiveness, fear of failure) and achievement goals (mastery‐approach, mastery‐avoidance, performance‐approach, performance‐avoidance). Study 1 revealed that IM was a positive predictor of workmastery and a negative predictor of competitiveness (with and without self‐deceptive enhancement (SDE) controlled). Studies 2a and 2b revealed that IM was a positive predictor of mastery‐approach goals and mastery‐avoidance goals (without and, in Study 2b, with SDE controlled). These findings highlight the value of conceptualising and utilising IM as a personality variable in its own right and shed light on the nature of the achievement motive and achievement goal constructs.  相似文献   
16.
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them "try on" ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players' experiences of themselves during play were congruent with players' conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players' actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.  相似文献   
17.
Growth curve modeling (GCM) has been one of the most popular statistical methods to examine participants’ growth trajectories using longitudinal data. In spite of the popularity of GCM, little attention has been paid to the possible influence of time-specific errors, which influence all participants at each timepoint. In this article, we demonstrate that the failure to take into account such time-specific errors in GCM produces considerable inflation of type-1 error rates in statistical tests of fixed effects (e.g., coefficients for the linear and quadratic terms). We propose a GCM that appropriately incorporates time-specific errors using mixed-effects models to address the problem. We also provide an applied example to illustrate that GCM with and without time-specific errors would lead to different substantive conclusions about the true growth trajectories. Comparisons with other models in longitudinal data analysis and potential issues of model misspecification are discussed.  相似文献   
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Murayama K  Kuhbandner C 《Cognition》2011,119(1):120-124
Money’s ability to enhance memory has received increased attention in recent research. However, previous studies have not directly addressed the time-dependent nature of monetary effects on memory, which are suggested to exist by research in cognitive neuroscience, and the possible detrimental effects of monetary rewards on learning interesting material, as indicated by studies in motivational psychology. By utilizing a trivia question paradigm, the current study incorporated these perspectives and examined the effect of monetary rewards on immediate and delayed memory performance for answers to uninteresting and interesting questions. Results showed that monetary rewards promote memory performance only after a delay. In addition, the memory enhancement effect of monetary rewards was only observed for uninteresting questions. These results are consistent with both the hippocampus-dependent memory consolidation model of reward learning and previous findings documenting the ineffectiveness of monetary rewards on tasks that have intrinsic value.  相似文献   
20.
The structures of daily stressful events of visually impaired people are reported, and the effects of the sight levels of the subjects on these structures are examined. Sixty‐nine visually impaired people (22 males, 47 females) were interviewed and divided into three groups according to their sight levels. Subjects provided examples of stressful events for three coping styles (Don’t, Do by others, Do by oneself). Statistical analyses of the data indicated that the sight levels of visually impaired people are related to the structure of stressful events and coping styles.  相似文献   
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