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31.
I study experimentally a single‐shot trust game where players have the opportunity to choose an avatar—a computer‐generated face—to represent them. These avatars vary on several dimensions—trustworthiness, dominance, and threat—identified by previous work as influencing perceptions of those who view the faces (Todorov, Said, Engell, & Oosterhof, 2008). I take this previous work and ask whether subjects choose faces that are ex ante more trustworthy, whether selected avatars have an influence on strategy choices, and whether individuals who evaluate faces as more trustworthy are also more likely to trust others. Results indicate affirmative answers to all three questions. Additional experimental sessions used randomly assigned avatars. This design allows me to compare behavior when everyone knows avatars are self‐selected versus when everyone knows they are randomly assigned. Random assignment eliminated all three effects observed when subjects chose their avatars.  相似文献   
32.
Self‐control is a powerful tool that promotes goal pursuit by helping individuals curb personal desires, follow norms, and adopt rational thinking. In interdependent social contexts, the socially acceptable (i.e. normative) and rational approach to secure long‐term goals is prosocial behaviour. Consistent with that, much research associates self‐control with prosociality. The present research demonstrates that when norm salience is reduced (i.e. social relations are no longer interdependent), high self‐control leads to more selfish behaviour when it is economically rational. In three studies, participants were asked to allocate an endowment between themselves and another person (one‐round, zero‐sum version of the dictator game), facing a conflict between a socially normative and an economically rational approach. Across the studies, norm salience was manipulated [through manipulation of social context (private/public; Studies 1 and 2), measurement of social desirability (Studies 1 and 3), and measurement (Study 2) and manipulation (Study 3) of social power] such that some participants experienced low normative pressure. Findings showed that among individuals in a low normative pressure context, self‐control led to economically rational, yet selfish, behaviour. The findings highlight the role of self‐control in regulating behaviour so as to maximize situational adaptation. Copyright © 2014 European Association of Personality Psychology  相似文献   
33.
袁博  张振  沈英伦  黄亮  李颖  王益文 《心理科学》2014,37(4):962-967
采用Chicken Game博弈任务,考察了不同社会价值取向个体(亲社会者与亲自我者)在面对不同社会距离的博弈对手(朋友和陌生人)时表现出的合作与冲突行为。研究结果发现:(1)社会价值取向与社会距离交互影响个体的合作与冲突行为;(2)社会价值取向影响选择策略的反应时,亲社会者选择合作的反应时长于选择冲突的反应时,亲自我者选择合作与选择冲突的反应时没有显著差异;(3)无论对亲社会者还是亲自我者,反馈类型都显著影响个体的合作与冲突行为的选择率以及随后决策的反应时。上述结果表明,个体的合作或冲突行为,并非单一地受到社会价值取向的影响,更可能是受到个人因素(社会价值取向)与其他社会因素(比如,社会距离)的共同调节,并且在这一过程中个体会根据决策后反馈信息不断的调整自己的行为策略。  相似文献   
34.
Abstract

This study examines the relation between educational and vocational identity in Romanian adolescents. Access to work-relevant experiences is very limited among Romanian adolescents, and most encounters with career constructs are confined to educational settings. Hence, to gain a better understanding of how identity processes in the educational and vocational domains support or inhibit each other, we aimed at investigating: (a) educational and vocational identity statuses through cluster analysis and (b) associations between identity statuses in these life domains. Participants were 1551 Romanian youth, aged 14–20 (39.3% girls), who completed measures of educational and vocational identity. Results indicated that, in the Romanian context, educational and vocational identities are closely linked, as adolescents draw information for future career development mostly from their educational experiences. Implications for youth policies and for applied interventions sensitive to socioeconomic and cultural realities are discussed.  相似文献   
35.
Prosocial behaviour towards unrelated others is communally beneficial but can be individually costly. The emotion of gratitude mitigates this cost by encouraging direct as well as “upstream” reciprocity, thereby facilitating cooperation. A widely used method for measuring trait gratitude is the Gratitude Questionnaire (GQ6) [McCullough, M., Emmons, R., &; Tsang, J. (2002). The grateful disposition: A conceptual and empirical topography. Journal of Personality and Social Psychology, 82, 112–127. Retrieved from https://doi.org/10.1037/0022-3514.82.1.112]. Here we undertake an assessment of the external validity of the GQ6 by examining its relationship with two incentivized economic games that serve as face valid indices of generosity and reciprocity. In two studies (total N?=?501) we find that trait gratitude as measured by the GQ6 predicts greater donations in a charity donation task as well as greater transfers and returns in an incentivized trust game. These results support the hypothesis that individuals with higher trait gratitude are more generous and trusting on average, and provide initial evidence as to the predictive validity of the GQ6.  相似文献   
36.
Mixed‐motive games represent situations that confront people with a conflict between cooperative and non‐cooperative alternatives. Despite this common basis, recent research has shown that the consistency of people's choices across different mixed‐motive games is rather low. The present research examined behavioural consistency within the same mixed‐motive game, by presenting participants with a series of one‐shot Prisoner's Dilemma Games. Across this set of games, payoffs were manipulated in order to intensify or weaken the conflict between self and the other party while maintaining the game's underlying structure. Our findings indicate that significant differences in choice behaviour are observed as a function of both situational (i.e. manipulations of the Prisoner's Dilemma Game's payoff structure) and personality differences (i.e. individual differences in personality and motivational traits). Moreover, our included situational variables and personality features did not interact with each other and were about equally impactful in shaping cooperation. Crucially, however, despite the significant behavioural differences across game variants, considerable consistency in choices was found as well, which suggests that the game's motivational basis reliably impacts choice behaviour in spite of situational and personality variations. We discuss implications for theorizing on mixed‐motive situations and elaborate on the question how cooperation can be promoted. © 2018 European Association of Personality Psychology  相似文献   
37.
Attending college is increasingly important to compete in this global world; however, young people whose parents did not attend college are significantly less likely to enroll in and finish college. Formal programs to support first‐generation college goers are common, but not scalable to provide support to all young people who need it. Instead, mentoring that naturally occurs on these students’ journeys into and out of college may be a more practical avenue for supporting their success. This study investigated the role community members, relatives, and educators play in first‐generation college goers’ educational outcomes. Data from 4,181 participants of the National Longitudinal Study of Adolescent and Adult Health were used to test differences in supports received between first‐generation, continuing‐generation, and non‐college goers. Results demonstrated that mentorship in adolescence moderated the relationship between parental college attendance and educational attainment in adulthood. Next, findings suggested that first‐generation students received less support for identity development from their mentors than continuing‐generation students. This study has program implications for facilitating college attendance and fostering the development and success of first‐generation students. Moreover, this project continues to concretize an emerging taxonomy of mentoring functions for youth and emerging adults.  相似文献   
38.
Existing literature on the mini‐ultimatum game indicates that counterfactual comparison between chosen and unchosen alternatives is of great importance for individual's fairness consideration. However, it is still unclear how counterfactual comparison influences the electrophysiological responses to unfair chosen offers. In conjunction with event‐related potentials’ (ERPs) technique, the current study aimed to explore the issue by employing a modified version of the mini‐ultimatum game where a fixed set of two alternatives (unfair offer vs. fair alternative, unfair vs. hyperfair alternative, unfair offer vs. hyperunfair alternative) was presented before the chosen offer. The behavioral results showed that participants were more likely to accept unfair chosen offers when the unchosen alternative was hyperunfair than when the unchosen alternative was fair or hyperfair. The ERPs results showed that the feedback‐related negativity (FRN) elicited by unfair chosen offers was insensitive to the type of unchosen alternative when correcting for possible overlap with other components. In contrast, unfair chosen offers elicited larger P300 amplitudes when the unchosen alternative was hyperunfair than when the unchosen alternative was fair or hyperfair. These findings suggest that counterfactual comparison may take effect at later stages of fairness consideration as reflected by the P300.  相似文献   
39.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
40.
This study used an ultimatum game to test the hypothesis that older individuals make more selfish offers when bargaining for highly attractive rewards, regardless of the impacts of others' responses on reward size. Both older and younger individuals separately participated in the experiment and made offers as allocators. The effects of four factors (age, certainty of the allocators' own reward depending on the recipient's response, the recipient's response, and type of rewards to be shared) on participants' offers and expectations of recipients' replies were observed. Older participants demanded higher shares for themselves than younger participants, even under the low certainty condition in the highly attractive reward scenario. Particularly in this scenario, older participants increased their portions immediately after receiving rejections. Moreover, they consistently expected the recipients to accept their offers regardless of the proposed distribution amount or bargaining conditions. It was implied that the high attractiveness of the rewards made it difficult for older individuals to predict the recipient's view of their proposals and thus contributed to them making selfish proposals.  相似文献   
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