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91.
王祯  杨丽娴 《心理科学进展》2018,26(7):1264-1271
刻板印象提升指个体意识到外群体具有消极刻板印象, 而产生与受诋毁的外群体向下的社会比较, 以提高个体自我效能感和动机, 进而提高表现; 刻板印象促进是积极刻板印象被激活后的积极结果, 指当个体处在他们的积极刻板印象身份被激活的情境中, 表现上升的一种现象。在刻板印象提升与刻板印象促进概念论述的基础上, 重点探讨了调节变量和结果影响这两种联系, 并从相关概念、被试要求和心理机制这三方面论述了这两者的区别。最后, 指出未来研究应加强对二者的关注, 消除其在概念上的混淆, 开展相关心理与神经机制的研究, 以及结合刻板印象阻抗进行探讨。  相似文献   
92.
近年来对职业性别刻板印象的探讨成了刻板印象研究领域的新研究方向,职业性别刻板印象成为社会认知领域的新课题。职业性别刻板印象与我们的生活休戚相关,是指人们对职业进行性别划分和性别归类的趋向。目前国内此方面的研究相当有限,采用的实验和调查研究也停留在起步阶段。本文对职业性别刻扳印象研究的模型及方法进行综述。  相似文献   
93.
Stereotype priming can lead to assimilation or contrast effects on behavior. We argue that self-activation is a moderator of both assimilation and contrast effects. To test this hypothesis, in two studies, we activated independent or interdependent self-knowledge before priming participants with the dumb Blonde stereotype or a control category (Study 1) or no prime (Study 2). Participants then answered a knowledge test. Results support our expectations: Participants presented assimilation under interdependence (i.e., underperformance compared to control group) while they presented no assimilation (i.e., comparable performance with control group in Study 1) and contrast (better performance than control group in Study 2) under independence. We discuss implications of these findings in regards of previous research and recent models such as the Active Self Account [Wheeler, S. C., DeMarree, K. G., & Petty, R. E. (2005). The roles of the self in priming-to-behavior effects. In A. Tesser, J. V. Wood, & D. A. Stapel (Eds.), On building, defending and regulating the self: A psychological perspective (pp. 245-271). New York, NY, USA: Psychology Press].  相似文献   
94.
大学生内隐职业偏见和内隐职业性别刻板印象研究   总被引:20,自引:3,他引:17  
于泳红 《心理科学》2003,26(4):672-675
本研究采用内隐联想测验和相应的外显报告考察了大学生被试在职业偏见和职业性别刻板印象中的态度。结果表明,被试的内隐和外显态度出现了分离,大学生中普遍存在着内隐职业偏见和职业性别刻板印象。该研究再次证明了内隐联想测验是一种有效的测量内隐态度的方法。  相似文献   
95.
This article investigates the potential role of social support as a mediator between sensation seeking (in the sense of a basal need for stimulation) and psychological adjustment in older adults. A sample of 325 individuals aged between 65 and 95 years were tested using questionnaires, which assess social support, sensation seeking, global self-worth, sense of coherence, and satisfaction with life. Path analyses provided support for a mediator model in which the relationship between sensation seeking and psychological adjustment was fully mediated by social support (the path coefficient between sensation seeking and psychosocial adjustment declines from β = .27 to β = .02, when adding an indirect path mediated by social support). Findings further suggest that this mediation effect was independent of sex and age. The study demonstrates the relevance of measuring sensation seeking as a personality trait in older adults.  相似文献   
96.
选取较为强烈的、具有普遍性的性别刻板印象,操纵抽象范畴与具体样例的不同水平,探讨刻板印象的心理表征。结果发现:(1)刻板印象遵循典型样例优先、基础范畴次之、最后至上位范畴的“金字塔”表征模型,非典型样例则按上位范畴进行表征;(2)刻板印象抽象范畴与具体样例在加工过程中是独立的,二者遵循自我停止的系列加工方式;(3)刻板印象的抽象范畴和典型样例在后继信息加工中具有同化效应。  相似文献   
97.
Since the introduction of commercial video games in the 1970s, video game players have attracted the perhaps undeserving but negative stereotype of being unpopular and socially dysfunctional. However, with gamers increasing in numbers that now reach billions worldwide, the contents of gamer stereotypes may be in flux. The current study investigated the content of gamer stereotypes along the dimensions of physical/social attractiveness, warmth, competence, and morality as a function of genre violence level and gamer identity. Male and female participants (656 U.S. and 428 Indian) completed an online survey on the MTurk platform, rating social stereotypes of gamers in high-violence and low-violence genres on 22 adjective pairs and answering questions about gamer identity. Results revealed positive gamer stereotypes, especially in the low-violence genres in both the United States and India. Low-identifiers' stereotypes were less favourable in the high-violence than in the low-violence genres; this tendency diminished among high-identifiers. This study suggests that, whereas once gamers were seen negatively, they are now seen remarkably positively. The implications of such positive views of those engaging in violent gaming are discussed.  相似文献   
98.
99.
ABSTRACT

It has been suggested that higher in-group identifiers primed with an out-group stereotype show contrastive behavioral responses because they activate the in-group, social-self. However, priming the personal-self can lead to contrastive judgments. We investigated whether personal self-activation was also evident for higher identifiers primed with an out-group. An experiment demonstrated that higher identifiers primed with an out-group showed faster responses to self-words than higher identifiers primed with the in-group. This findings suggest that the personal-self is also activated for higher identifiers primed with an out-group, and this self-activation may underlie their contrastive responding.  相似文献   
100.
ABSTRACT

Past work has shown that female role models are effective buffers against stereotype threat. The present research examines the boundary conditions of this role model effect. Specifically, we argue that female role models should avoid expressing doubt about their math abilities; otherwise they may cease to buffer women from stereotype threat. For men, a non-doubtful male role model should be seen as threatening, thus harming performance. A doubtful male role model, however, should be seen as non-threatening, thus allowing men to perform up to their ability in math. To test this reasoning, men and women were exposed to either an outgroup or ingroup role model who either expressed doubt or did not. Participants then took a math exam under stereotype threat conditions. As expected, doubtful ingroup role models hurt women, but helped men's performance. Outgroup role models' expressed doubt had no differential effect on performance. We also show that expressions of doubt take on a different meaning when expressed by a female rather than a male role model.  相似文献   
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