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61.
Two laboratory experiments demonstrated that Japanese participants did not conform to the majority unless negative social implications of not conforming were clear. When their behaviour had no implications for others, they rather exhibited preference for uniqueness. Results of Study 2 further demonstrated that participants' conformity to the majority was particularly prevalent among those who were chronically concerned with how other people would perceive them. Participants in these studies were shown to be cultural game players who changed their behaviour in response to anticipated responses of others based on culturally shared beliefs.  相似文献   
62.
We used general-case training, instructions, rehearsal, and feedback to teach 3 advanced flute students to improve their sight-reading skills. Training resulted in systematic decreases in note errors, rhythm errors, repetitions, and hesitations for each participant. The procedures and outcomes were socially validated through subjective evaluation by the participants and music teachers not involved with the study.  相似文献   
63.
What is considered to be fair depends on context‐dependent expectations. Using a modified version of the Ultimatum Game, we demonstrate that both fair behavior and perceptions of fairness depend upon beliefs about what one ought to do in a situation—that is, upon normative expectations. We manipulate such expectations by creating informational asymmetries about the offer choices available to the Proposer, and find that behavior varies accordingly. Proposers and Responders show a remarkable degree of agreement in their beliefs about which choices are considered fair. We discuss how these results fit into a theory of social norms. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   
64.
A fundamental problem in organizations is designing mechanisms for eliciting voluntary contributions from individual members of a team who are entrapped in a social dilemma. To solve the problem, we utilize a game‐theoretical framework that embeds the traditional within‐team social dilemma in a between‐team competition for an exogenously determined prize. In equilibrium, such competition enhances the incentive to contribute, thereby reducing free‐riding. Extending existing literature, we focus on asymmetric competitions between teams of unequal size, and competitions between more than two teams. Comparing two protocols for sharing the prize—egalitarian and proportional profit‐sharing rules—we find that (i) free‐riding diminishes and (ii) team members contribute more toward their team's effort when they belong to the larger team and when the profit‐sharing rule is proportional. (iii) Additionally, under the egalitarian profit‐sharing rule team members contribute more than predicted by the equilibrium solution. We discuss implications of our findings for eliciting contributions in competitive environments. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   
65.
以往研究指出,人际信任有其家庭根源。本研究以198个家庭中的青少年及其父母为研究对象,采用投资博弈任务测量子女及其父母的信任水平,考察他们的信任水平的特点及父母和子女之间是否存在信任的代际传递现象。研究结果发现:(1)青少年男生的信任水平稍高于女生,父亲的信任水平高于母亲;(2)父亲和母亲的信任水平都不能预测女生的信任水平;但父亲信任水平能线性预测其儿子的信任;母亲与儿子的信任水平则呈倒U型曲线关系。本研究结果证实了信任存在代际传递的现象,并揭示了父母角色及子女性别在信任代际传递中的调节作用,对于进一步理解信任在家庭内的传递过程有启发意义。  相似文献   
66.
Experiments on three two‐person threshold public good provision games, namely, the simultaneous, sequential, and dictator games, are conducted to explore the motives behind giving. Players who move simultaneously are endowed with equal bargaining power, and players who move first are endowed with more bargaining power than players who move subsequently. Dictators are indubitably endowed with complete bargaining power. Since the differences between the bargaining powers of two players increase from the simultaneous to the sequential to the dictator game, comparisons among games allow us to trace whether the contribution behavior is motivated by fairness or is simply due to the strategic concern. The experimental evidence shows that the strategic concern explains the overall contribution behavior better than the motive of fairness. However, in the final round 26% of the dictators share the threshold evenly with their opponents, suggesting that some subjects do play fairly. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   
67.
元认知监控是元认知的核心成分,而且是内隐程度较高的心理活动。研究采用认知操作法,对经典的Mastermind游戏任务加以改编,结合访谈分析,探讨了适合考察元认知监控的任务难度和有效的元认知监控指标。研究结果发现:(1)对于大学生来说,在游戏4(要求从六种颜色中选出四种正确的颜色,且排列位置也要正确)中当知觉难度最大且又可以经过努力选择策略、根据反馈进行有效选择时,才会在最大程度上激发元认知监控,使得游戏成绩提高;(2)“监测时间”是元认知监测的有效测量指标,而“违背反馈次数”是元认知控制的有效测量指标。  相似文献   
68.
A paradox of self-reference in beliefs in games is identified, which yields a game-theoretic impossibility theorem akin to Russell’s Paradox. An informal version of the paradox is that the following configuration of beliefs is impossible:Ann believes that Bob assumes thatAnn believes that Bob’s assumption is wrongThis is formalized to show that any belief model of a certain kind must have a ‘hole.’ An interpretation of the result is that if the analyst’s tools are available to the players in a game, then there are statements that the players can think about but cannot assume. Connections are made to some questions in the foundations of game theory.Special Issue Ways of Worlds II. On Possible Worlds and Related Notions Edited by Vincent F. Hendricks and Stig Andur Pedersen  相似文献   
69.
The Motivational Pull of Video Games: A Self-Determination Theory Approach   总被引:1,自引:0,他引:1  
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.  相似文献   
70.
社会医疗保险道德风险博弈与防控措施研究   总被引:8,自引:1,他引:7  
通过对社会医疗保险道德风险产生原因与特征的探讨,根据不完全信息重复博弈模型对社会医疗保险道德风险进行了系统分析,据此提出了社会医疗保险道德风险的防控措施,以期实现对道德风险的有效防控,提高社会医疗保险基金的安全。  相似文献   
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