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101.
Although men typically hold favorable views of advertisements featuring female sexuality, from a Terror Management Theory perspective, this should be less the case when thoughts of human mortality are salient. Two experiments conducted in South Korea supported this hypothesis across a variety of products (e.g., perfume and vodka). Men became more negative towards advertisements featuring female sexuality, and had reduced purchase intentions for those products, after thinking about their own mortality. Study 2 found that these effects were mediated by heightened disgust. Mortality thoughts did not impact women in either study. These findings uniquely demonstrate that thoughts of death interact with female sex-appeal to influence men’s consumer choices, and that disgust mediates these processes. Implications for the role of emotion, and cultural differences, in terror management, for attitudes toward female sexuality, and for marketing strategies are discussed.  相似文献   
102.
This study draws on costly signaling theory (CST) and explores the hidden motive of proactive knowledge sharing. We theorize that the need for status drives employees to generously share their tacit knowledge and special expertise to obtain social recognition and status as conferred by supervisory appraisal. We tested our hypotheses based on the moderated mediation model using a sample of 146 supervisor–subordinate dyads that were collected from South Korean organizations. The present analysis supports the proposed theoretical framework based on CST, thereby providing new insights into the need for status as an unexplored hidden motive of proactive knowledge sharing and the roles of job design factors as contextual contingencies. This study offers theoretical and practical implications related to knowledge management, employee motivation, and job design.  相似文献   
103.
The relative preference for a target product over a competitor can be increased by providing a third alternative (a “decoy”) that is clearly inferior to the target but is not necessarily inferior to the competitor. In 3 experiments, we examined the conditions in which these decoy effects occur. When participants reported their preferences immediately after being exposed to the information about them, the influence of decoys on preferences was attributable to the justification they provided for choosing the target over the competitor. (That is, a decoy had an impact if and only if the target was superior to the decoy but the competitor was not.) When participants evaluated each product individually before making their choices, however, they based their preferences on these evaluations. In this case, decoys exerted their influence through their impact on the values that participants assigned to the attributes on which the evaluations were based. This influence was evident even when the decoy was clearly inferior to both the target and competitor. Moreover, it occurred under conditions in which the target and competitor were in different product categories and also when the decoy was in a totally different product domain than the target and competitor.  相似文献   
104.
The Psychological Record - Two groups of undergraduates received simulated amnesia instructions that either informed them how amnesics perform on memory tasks (informed; n = 11) or did not inform...  相似文献   
105.
This study investigated the relationships of processing capacity and knowledge to memory measures that varied in retrieval difficulty and reliance on verbal knowledge in an adult life-span sample (N = 341). It was hypothesized that processing ability (speed and working memory) would have the strongest relationship to tasks requiring active retrieval and that knowledge (vocabulary ability) would be related to verbal fluency and cued recall, as participants relied upon verbal knowledge to retrieve category items (fluency) or develop associations (cued recall). Measurement and structural equation models were developed for the entire sample and separately for younger (aged 20-54 years, n = 168) and older (aged 55-92 years, n = 173) subgroups. In accordance with the hypotheses, processing ability was found to be most highly related to free recall, with additional significant relationships to cued recall, verbal fluency, and recognition. Knowledge was found to be significantly related only to verbal fluency and to cued recall. Moreover, knowledge was more important for older than for younger adults in mediating variance in cued recall, suggesting that older adults may use age-related increases in knowledge to partially compensate for processing declines when environmental support is available in memory tasks.  相似文献   
106.
Suck-Jung Park 《Erkenntnis》2004,60(2):229-234
Since Christensen refuted the Bootstrap theory of confirmation in 1990, there have been some trials to improve the Hypothetico-Deductive theory of confirmation. After some trials, Gemes (1998) declared that his revised version completely overcame the difficulties of Hypothetico-Deductivism without generating any new difficulties. In this paper, I will assert that Gemes's revised version encounters some new difficulties, so it cannot be a true alternative to the Bootstrap theory of confirmation and to classical Hypothetico-Deductivism. Also I will assert that, in principle, such new difficulties cannot be overcome by any trials dependent only on formal logic.  相似文献   
107.
The pessimistic induction holds that successful past scientific theories are completely false, so successful current ones are completely false too. I object that past science did not perform as poorly as the pessimistic induction depicts. A close study of the history of science entitles us to construct an optimistic induction that would neutralize the pessimistic induction. Also, even if past theories were completely false, it does not even inductively follow that the current theories will also turn out to be completely false because the current theories are more successful and have better birth qualities than the past theories. Finally, the extra success and better birth qualities justify an anti-induction in favor of the present theories.  相似文献   
108.
Our aim in the present study was to identify key components of physical appearance among young Thai women. Free listings, focus groups and pile sorting were used. One-hundred twenty young women generated 78 unique physical appearance characteristics. Ninety-four nursing students validated these characteristics in focus groups and then sorted them into piles that reflected separate domains of physical appearance and labeled them. Salience analysis revealed that facial appearance (e.g., bright facial skin, high nose bridge, big eyes) was the most important domain, followed by body weight and shape, skin color and texture, hair (color, texture, length), and ‘other’ physical appearance (e.g., slender neck, slim fingers). This is the first study to identify aspects of physical appearance that are most salient to young Thai women and that may differ from women in other cultural contexts. These findings could be used to develop culturally grounded measures of physical appearance in Thai women.  相似文献   
109.
The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.  相似文献   
110.
The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.  相似文献   
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