Nietzsche and Buddhism: a study in nihilism and ironic affinities. Robert G. Morrison, 1997, Oxford, Oxford University Press x + 250 pp., hb ISBN 0 19 823556 9, £32.50
Chong Yagyong: Korea's challenge to orthodox neo‐Confucianism. Mark Sftton, 1997, Albany, NY, State University of New York Press, >xv + 232 pp., pb ISBN 0 7914 3174 6, US$15.95
Fatalism in Ancient India. Sukumari Bhattacharji, 1995, Calcutta, Sarmistha Roy for Baulmon Prakashan xxviii + 356 pp., hb Rs250, ISBN 81 86552 02 2
The Vimalakirti Sutra (from the Chinese version by Kumarajiva). Burton Watson (Trans.), 1997, New York, Columbia University Press xii+ 168 pp., hb £18.00 ISBN 0 231 10656 4
Zhouyi, the Book of Changes‐a new translation with commentary. Richard Rutt, 1996, Richmond, Curzon Press xii + 498 pp., hb (Price not given), ISBN 0 70007 0467 1 相似文献
Integrating career construction (Savickas, 2013) and cognitive evaluation (Ryan & Deci, 2002) theories, we examined the moderating role of traditionality beliefs in the indirect relationships among parental support, career decision-making self-efficacy and career adaptability among Chinese university students. Data were collected from 731 undergraduate students in China at two measurement periods, 18 months apart. Results showed that Time 1 parental support was associated positively with Time 1 career decision-making self-efficacy and Time 2 career adaptability. In addition, the conditional indirect effects of Time 1 parental support in predicting Time 2 career adaptability via Time 1 career decision making self-efficacy were stronger among students with low as opposed to high traditionality beliefs. The implications of the results in terms of theory and practice are discussed. 相似文献
The present study examines the short-term cognitive effects of playing a sexually explicit video game with female “objectification” content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants’ cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations. 相似文献