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Using a group correlational design and path analysis, the authors examined the relationships among personality, motivation, and internet gaming disorder (IGD). Findings showed that significant predictors of IGD included male gender, neurotic and introverted personality traits, and motivation related to achievement.  相似文献   
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As a consequence of numerous extreme-right terror attacks in which the perpetrators posted their manifestos and attack life streams on online platforms adjacent to the video gaming community, as well as radicalized within that environment to a significant degree (e.g., Christchurch, New Zealand; Halle, Germany), increasing scholarly and policymaker interest is focusing on far-right radicalization and recruitment within online video game environments. Yet little empirical insights exist about the specific engagement between right-wing extremists and their potential recruits on these platforms. This study presents findings from a qualitative exploration of German police-investigation files for two children who radicalized on gaming platforms to become involved in extreme-right criminal behavior, including the plotting of a terrorist attack. The study demonstrates the importance of online and offline factor interaction, especially regarding the role of familiar criminogenic factors, as well as the social–emotional bonding between potential recruits and extremist gamers created through shared gaming experiences that lead to high-intensity extremist radicalization aimed at offline behavioral changes. The study did not find evidence for strategic organizational far-right recruitment campaigns, but rather multidirectional social-networking processes which were also initiated by the potential recruits.  相似文献   
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ObjectiveThis study aimed to develop, and pilot esports-adapted coping effectiveness training (E-CET) and measure its influence on coping effectiveness (global and specific), subjective performance, mental health (psychological distress and wellbeing), and resilience.DesignFive elite male League of Legends players competing in the League of Legends Circuit Oceania participated in a mixed methods research design. The effects of E-CET were measured using a within-subjects quasi-experimental design (i.e., pre-to-post, no control group). To measure the effects of E-CET on specific stressors, a longitudinal diary design was used.MethodPlayers participated in a 2-h session of E-CET and a 45-min follow-up workshop. The 2-h workshop delivered content on two conceptual areas: (1) developing awareness of the stress and coping process; and (2) how to cope with stress. Players completed pre-intervention, post-intervention, and follow-up measures and twice-weekly stress journals.ResultsE-CET led to increases in players' perceived coping effectiveness and subjective performance, but there were no changes in psychological distress, psychological wellbeing, and resilience. However, the results indicate some positive signs for future coping interventions with League of Legends players and iterations of E-CET.ConclusionThe E-CET program appears to provide an opportunity to improve performance and mental health for esports players.  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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ObjectivesTo examine the relationships between cycling passion and satisfaction with cycling and work. First we examine the how two types of passion for cycling (harmonious and obsessive) differentially affect cycling satisfaction. Second, we examine how a passion for cycling can have a spillover effect on work satisfaction. Third, we examine the mediating role of regulatory focus on the relationship between passion and satisfaction.DesignCross-sectional study of U.S. competitive cyclists using an online survey.MethodsSelf-reports of study variables were collected from 119 competitive cyclists, who were also employed in work roles beyond their cycling pursuits. Structural equation modeling techniques were used to examine the relationships between passion, regulatory focus, and satisfaction.ResultsResults from our sample indicate that while holding a harmonious passion for cycling positively relates to both cycling and work satisfaction, an obsessive passion results in diminished work satisfaction. Moreover, results from our mediation analysis indicate that regulatory focus partially mediates the relationships between harmonious passion and both cycling and work satisfaction.ConclusionsThese findings illustrate that not all forms of passion are beneficial to one's pursuits, demonstrate the potential spillover effect of pursuing one's passion for sport and its influence on work satisfaction, and suggest that regulatory focus helps explain the relationship between passion and satisfaction.  相似文献   
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People vary in the extent to which they prefer cooperative, competitive or individualistic achievement tasks. In this research, we conducted two studies designed to investigate correlates and possible roots of these social interdependence orientations, namely approach and avoidance temperament, general self‐efficacy, implicit theories of intelligence, and contingencies of self‐worth based in others' approval, competition and academic competence. The results indicated that approach temperament, general self‐efficacy and incremental theory were positively related, and entity theory was negatively related to cooperative preferences (|r| range from .11 to .41); approach temperament, general self‐efficacy, competition contingencies and academic competence contingencies were positively related to competitive preferences (|r| range from .16 to .46); and avoidance temperament, entity theory, competitive contingencies and academic competence contingencies were positively related, and incremental theory was negatively related to individualistic preferences (|r| range from .09 to .15). The findings are discussed with regard to the meaning of each of the three social interdependence orientations, cultural differences among the observed relations and implications for practitioners.  相似文献   
47.
Applicants may be willing to fake in job interviews with the aim of creating a positive impression. In two vignette‐based experiments, we examined if a competitive—versus noncompetitive—climate (Study 1) and hiring situation (Study 2) increased participants' willingness to fake. We also examined if Honesty–Humility and Competitive Worldviews moderated the relation between willingness to fake and how competitive participants believed they must be in order to secure the job. Results demonstrated that a competitive climate and hiring situation increased willingness to fake. Honesty–Humility and Competitive Worldviews were related to willingness to fake, but these relations did not change substantially at different levels of perceived need for competitiveness. Overall, results lend some theoretical support to propositions about applicant faking.  相似文献   
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为探究父母忽视与青少年网络游戏成瘾的关系及其中心理机制,本研究以全国七个省的八所中学共805名初二学生为被试,采用问卷法考察了父母忽视与青少年网络游戏成瘾的关系及希望在其中的中介作用,并检验了该过程是否受到性别的调节。在控制了每周上网时间和网龄后,结果发现:(1)父母忽视对网络游戏成瘾具有正向预测作用;(2)希望在父母忽视和网络游戏成瘾间起到完全中介作用;(3)性别调节了中介模型的前半段路径,具体表现为相对于女生,父母忽视对男生希望的负向预测作用更显著。结果表明父母忽视会明显降低初二学生的希望水平,进而增加其网络游戏成瘾风险,并且在男生群体中的作用更加显著。  相似文献   
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