首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   195篇
  免费   6篇
  201篇
  2024年   5篇
  2023年   9篇
  2022年   5篇
  2021年   7篇
  2020年   7篇
  2019年   10篇
  2018年   10篇
  2017年   12篇
  2016年   12篇
  2015年   3篇
  2014年   4篇
  2013年   19篇
  2012年   9篇
  2011年   14篇
  2010年   8篇
  2009年   9篇
  2008年   8篇
  2007年   9篇
  2006年   10篇
  2005年   3篇
  2004年   4篇
  2003年   2篇
  2002年   4篇
  2001年   5篇
  2000年   3篇
  1999年   1篇
  1998年   1篇
  1997年   1篇
  1996年   1篇
  1990年   1篇
  1989年   1篇
  1987年   2篇
  1986年   1篇
  1980年   1篇
排序方式: 共有201条查询结果,搜索用时 15 毫秒
21.
Nguyen  Lan  Murphy  Karen  Andrews  Glenda 《Neuropsychology review》2022,32(3):601-630
Neuropsychology Review - The rising prevalence rates of age-related cognitive impairment are a worldwide public concern, bringing about a surge in the number of “brain training”...  相似文献   
22.
To ascertain the beneficial role of spiritual counseling in patients with chronic heart failure. This is a pilot study evaluating the effects of adjunct spiritual counseling on quality of life (QoL) outcomes in patients with heart failure. Patients were assigned to “religious” or “non-religious” counseling services based strictly on their personal preferences and subsequently administered standardized QoL questionnaires. A member of the chaplaincy or in-house volunteer organization visited the patient either daily or once every 2 days throughout the duration of their hospitalization. All patients completed questionnaires at baseline, at 2 weeks, and at 3 months. Each of the questionnaires was totaled, with higher scores representing positive response, except for one survey measure where lower scores represent improvement (QIDS-SR16). Twenty-three patients (n = 23, age 57 ± 11, 11 (48 %) male, 12 (52 %) female, mean duration of hospital stay 20 ± 15 days) completed the study. Total mean scores were assessed on admission, at 2 weeks and at 3 months. For all patients in the study, the mean QIDS-SR16 scores were 8.5 (n = 23, SD = 3.3) versus 6.3 (n = 18, SD = 3.5) versus 7.3 (n = 7, SD = 2.6). Mean FACIT-Sp-Ex (version 4) scores were 71.1 (n = 23, SD = 15.1) versus 74.7 (n = 18, SD = 20.9) versus 81.4 (n = 7, SD = 8.8). The mean MSAS scores were 2.0 (n = 21, SD = 0.6) versus 1.8 (n = 15, SD = 0.7) versus 2.5 (n = 4, SD = 0.7). Mean QoL Enjoyment and Satisfaction scores were 47.2 % (n = 23, SD = 15.0 %) versus 53.6 % (n = 18, SD = 16.4 %) versus 72.42 % (n = 7, SD = 22 %). The addition of spiritual counseling to standard medical management for patients with chronic heart failure patients appears to have a positive impact on QoL.  相似文献   
23.
24.
    
People with disabilities are the world's largest minority stakeholder group, and they continue to face significant challenges in every aspect of their lives. This study explored the transport and mobility decisions of consumers with disabilities (CWDs) in the context of Nigeria, one of the world's largest developing countries, using the conservation of resources theory and the intersection of travel decisions, disability and country context regarding consumer behaviour. A total of 32 individuals with varying disabilities were interviewed. A thematic analysis of qualitative data revealed that CWDs make travel decisions based on their ability, as well as the availability, accessibility, affordability and reliability of different modes of transport. This study presents a conceptual framework illustrating the transport and mobility decisions of CWDs and highlights practical implications for various stakeholders.  相似文献   
25.
    
Gelman and Echelbarger (2019—this issue) provide a valuable discussion about children's understanding of the inferred or nonobvious features of objects, which has implications for how children value products. We further this conversation by examining how children value products and brands as a means for meeting important goals, which we refer to as instrumental valuation. Specifically, we examine developmental trends in instrumental valuation for three goals—self‐concept development, self‐presentation, and happiness. Across these areas, we find that children place greater value on products and brands for meeting these goals as they grow older, particularly during late childhood and early adolescence. We conclude with a discussion of how age differences in instrumental valuation add to the general conversation about how children of different ages value objects.  相似文献   
26.
    
Previous studies have mainly focused on tailoring message content to match individual characteristics and preferences. This study investigates the effect of a website tailored to individual preferences for the mode of information presentation, compared to 4 nontailored websites on younger and older adults' attention and recall of information, employing a 5 (condition: tailored vs. text, text with illustrations, audiovisual, combination) × 2 (age: younger [25–45] vs. older [≥65] adults) design (N = 559). The mode‐tailored condition (relative to nontailored conditions) improved attention to the website and, consequently, recall in older adults, but not in younger adults. Younger adults recalled more from nontailored information such as text only or text with illustrations, relative to tailored information.  相似文献   
27.
    
What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work and its performance. Yet others, from the philosophy of sport, have focused on normative issues of fairness, rule application, and competition. The primary purpose of this article is to provide an overview of several different philosophical approaches to games and, hopefully, demonstrate the relevance and value of the different approaches to each other. Early academic attempts to cope with games tried to treat games as a subtype of narrative and to interpret games exactly as one might interpret a static, linear narrative. A faction of game studies, self‐described as “ludologists,” argued that games were a substantially novel form and could not be treated with traditional tools for narrative analysis. In traditional narrative, an audience is told and interprets the story, where in a game, the player enacts and creates the story. Since that early debate, theorists have attempted to offer more nuanced accounts of how games might achieve similar ends to more traditional texts. For example, games might be seen as a novel type of fiction, which uses interactive techniques to achieve immersion in a fictional world. Alternately, games might be seen as a new way to represent causal systems, and so a new way to criticize social and political entities. Work from contemporary analytic philosophy of art has, on the other hand, asked questions whether games could be artworks and, if so, what kind. Much of this debate has concerned the precise nature of the artwork, and the relationship between the artist and the audience. Some have claimed that the audience is a cocreator of the artwork, and so games are a uniquely unfinished and cooperative art form. Others have claimed that, instead, the audience does not help create the artwork; rather, interacting with the artwork is how an audience member appreciates the artist's finished production. Other streams of work have focused less on the game as a text or work, and more on game play as a kind of activity. One common view is that game play occurs in a “magic circle.” Inside the magic circle, players take on new roles, follow different rules, and actions have different meanings. Actions inside the magic circle do not have their usual consequences for the rest of life. Enemies of the magic circle view have claimed that the view ignores the deep integration of game life from ordinary life and point to gambling, gold farming, and the status effects of sports. Philosophers of sport, on the other hand, have approached games with an entirely different framework. This has lead into investigations about the normative nature of games—what guides the applications of rules and how those rules might be applied, interpreted, or even changed. Furthermore, they have investigated games as social practices and as forms of life.  相似文献   
28.
29.
We argue that consumers with high self-brand connections (SBC) respond to negative brand information as they do to personal failure — they experience a threat to their positive self-view. After viewing negative brand information, high (vs. low) SBC consumers reported lower state self-esteem. Consumers with high SBC also maintained favorable brand evaluations despite negative brand information. However, when they completed an unrelated self-affirmation task, they lowered their brand evaluations the same as low SBC consumers. This finding suggests that high SBC consumers' reluctance to lower brand evaluation might be driven by a motivation to protect the self rather than the brand.  相似文献   
30.
    
The purpose of the present study was to examine heart rate (HR) and affective reactions to state self-objectification as a function of gender. We examined negative affect, positive affect, guilt, and HR at 6-second and 5-minute intervals across baseline, control, high objectification, low objectification, and cologne conditions in men (n = 53) and women (n = 57). Mixed factorial MANOVA results indicated a statistically significant Gender × Condition interaction. Both men and women showed a cardiac orienting response to high versus low objectification. Cardiac stress reactions to objectification were higher among women. Negative affective reactions to objectification were more pervasive across conditions among women.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号