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31.
The inclusion of “Internet gaming disorder (IGD )” in the fifth edition of Diagnostic and statistical manual of mental disorders (DSM ‐5) creates a possible line of research. Despite the fact that adolescents are vulnerable to IGD , studies had reported wide array of prevalence estimates in this population. The aim of this paper is to review the published studies on prevalence of IGD among adolescents. Relevant studies prior to March 2017 were identified through databases. A total of 16 studies met the inclusion criteria. The pooled prevalence of IGD among adolescents was 4.6% (95% CI = 3.4%–6.0%). Male adolescents generally reported higher prevalence rate (6.8%, 95% CI = 4.3%–9.7%) than female adolescents (1.3%, 95% CI = 0.6%–2.2%). Subgroup analyses revealed that prevalence estimates were highest when studies were conducted in: (i) 1990s; (ii) use DSM criteria for pathological gambling; (iii) examine gaming disorder; (iv) Asia; and (v) small samples (<1,000). This study confirms the alarming prevalence of IGD among adolescents, especially among males. Given the methodological deficits in past decades (such as reliance on DSM criteria for “pathological gambling,” inclusion of the word “Internet,” and small sample sizes), it is critical for researchers to apply a common methodology for assess this disorder.  相似文献   
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This article introduces and begins to explore the use of video game technology in a therapeutic setting, providing context, rationale, and an introduction to the culture of video game players. Through the lens of play therapy, authors seek to create an awareness of the potential effectiveness of video games as a means of fostering safe self-exploration for the client. An introductory course on gaming culture and terminology is offered to better aid in the therapist’s integration and facilitation of this new modality into practice.  相似文献   
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Competitive student athletes who experience the typical challenges inherent in high school-to-university transitions must also overcome sport-related difficulties which can undermine their academic motivation and class attendance due to competitions, fatigue, injuries, identity issues, and novel training environments (MacNamara & Collins, 2010; Simons et al., 1999). In an eight-month quasi-experimental, randomized treatment field study, an attribution-based motivation treatment (Attributional Retraining: AR) was administered to student athletes (n = 185) and non-athletes (n = 281) who differed in perceived control beliefs (±1 SD) in a two-semester, online course. Simple slope regression analyses revealed the AR (vs. no-AR) treatment assisted competitive student athletes who had low control beliefs by increasing perceived success in the course (b = 0.84, p = 0.038), post-treatment test performance (b = 11.68, p = 0.001), year-end course grades (b = 6.32, p = 0.017), and by reducing course withdrawals (b = −1.00, p = 0.034, OR = 0.37). These results demonstrate the benefits of an attribution-based motivation treatment for vulnerable student-athletes in terms of perceived course success, performance, and persistence in making the transition from high school to college.  相似文献   
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丁子恩  刘勤学 《心理科学》2022,45(6):1383-1389
为探讨科技干扰对青少年网络游戏成瘾的影响以及归属需求和友谊质量在二者之间的作用机制,本研究采用科技干扰量表、归属需求量表、友谊质量量表以及网络游戏成瘾量表对3076名初中学生进行调查,探讨归属需求是否在科技干扰和网络游戏成瘾之间起中介作用以及该过程是否受到友谊质量的调节。结果发现:(1)科技干扰正向预测青少年网络游戏成瘾;(2)归属需求在科技干扰和青少年网络成瘾之间起部分中介作用;(3)科技干扰对归属需求的作用以及归属需求对网络游戏成瘾的作用受到了友谊质量的调节。本研究的结果表明科技干扰会通过归属需求来增加网络游戏成瘾的风险,且友谊质量会降低科技干扰对归属需求以及归属需求对网络游戏成瘾的影响。  相似文献   
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Athletes rely on subjective assessment of complex movements from coaches and judges to improve their motor skills. In some sports, such as diving, snowboard half pipe, gymnastics, and figure skating, subjective scoring forms the basis for competition. It is currently unclear whether this scoring process can be mathematically modeled; doing so could provide insight into what motor skill is. Principal components analysis has been proposed as a motion analysis method for identifying fundamental units of coordination. We used PCA to analyze movement quality of dives taken from USA Diving’s 2009 World Team Selection Camp, first identifying eigenpostures associated with dives, and then using the eigenpostures and their temporal weighting coefficients, as well as elements commonly assumed to affect scoring – gross body path, splash area, and board tip motion – to identify eigendives. Within this eigendive space we predicted actual judges’ scores using linear regression. This technique rated dives with accuracy comparable to the human judges. The temporal weighting of the eigenpostures, body center path, splash area, and board tip motion affected the score, but not the eigenpostures themselves. These results illustrate that (1) subjective scoring in a competitive diving event can be mathematically modeled; (2) the elements commonly assumed to affect dive scoring actually do affect scoring (3) skill in elite diving is more associated with the gross body path and the effect of the movement on the board and water than the units of coordination that PCA extracts, which might reflect the high level of technique these divers had achieved. We also illustrate how eigendives can be used to produce dive animations that an observer can distort continuously from poor to excellent, which is a novel approach to performance visualization.  相似文献   
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The paper theoretically elaborates and empirically investigates the “competitive arousal” model of decision making, which argues that elements of the strategic environment (e.g., head-to-head rivalry and time pressure) can fuel competitive motivations and behavior. Study 1 measures real-time motivations of online auction bidders and finds that the “desire to win” (even when winning is costly and will provide no strategic upside) is heightened when rivalry and time pressure coincide. Study 2 is a field experiment which alters the text of email alerts sent to bidders who have been outbid; the text makes competitive (vs. non-competitive) motivations salient. Making the desire to win salient triggers additional bidding, but only when rivalry and time pressure coincide. Study 3, a laboratory study, demonstrates that the desire to win mediates the effect of rivalry and time pressure on over-bidding.  相似文献   
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Motivation is often used as a predictor of a problematic style of video game engagement, implying that individuals' gaming undermines optimal functioning. Drawing from recent advances in Self‐Determination Theory (SDT), the present study explores the links between gaming motivations, the daily frustration of basic psychological needs, and reports of problematic video gaming (PVG). A sample of 1029 participants (72.8% male; M = 22.96 years; SD = 4.13 years) completed items regarding their gaming engagement and gaming motivation as well as their experience of needs frustration and PVG symptoms. Results revealed positive associations between gaming motivations and PVG, and between daily needs frustration and PVG. Finally, after comparing several competing models, a mediational model whereby needs frustration explained the association between individuals' gaming motivation and PVG emerged as best fitting the data. The discussion addresses the theoretical and practical implications of these findings in the context of recent research.  相似文献   
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