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51.
The main aim of our study is to investigate the role of motivations and mind-reading in a two-level one-shot Ultimatum Game with three players. Our intention is to analyse subjects’ behaviour in both the responder and proposer roles. In the responder role, we found that the difference between the subjects’ expectations and the actual offers was the major factor that influenced their decisions and motivations in receiving money. In the proposer role, our results showed a significant influence of mind-reading, with a positive association between the fairness of subjects’ offers and the subjects’ expectations about the recipients’ willingness to accept. Although a shared concept of fairness exists findings suggest that decisions and motivations seem to depend on expectations, either when they are directly experienced or when they are ascribed to the counterpart.  相似文献   
52.
IntroductionThe Game Addiction Scale (GAS: Lemmens, Valkenburg, & Peter, 2008, 2009) is a short instrument (7-item) for evaluating video game playing by adolescents.ObjectiveThe aim of the current research was to investigate the psychometric properties of a French version of the 7-item Game Addiction Scale for adolescents.MethodTwo studies were conducted with two samples of French adolescents between the ages of 10 and 18 (study 1: n = 159; study 2: n = 306). First, we examined the factor structure and internal consistency. Second, we added a concurrent validity analysis with estimation of the daily time spent playing video games and an assessment of depression and anxiety.ResultsIn both studies, the factor analysis revealed a one-factor structure that had good psychometric properties and fit the data well. The analysis also confirmed good internal consistency of the scale. Correlation analysis in the second study showed that the GAS score had significant positive relationships with the time spent playing video games, depression, anxiety, and the fact of being a boy, thereby supporting the concurrent validity of the scale.ConclusionThis French version of the GAS seems to be a reliable tool for identifying and assessing problematic use of video games.  相似文献   
53.
By altering the task constraints of cooperative and competitive game contexts in badminton, insights can be obtained from a dynamical systems perspective to investigate the underlying processes that results in either a gradual shift or transition of playing patterns. Positional data of three pairs of skilled female badminton players (average age 20.5 ± 1.38 years) were captured and analyzed. Local correlation coefficient, which provides information on the relationship of players’ displacement data, between each pair of players was computed for angle and distance from base position. Speed scalar product was in turn established from speed vectors of the players. The results revealed two patterns of playing behaviors (i.e., in-phase and anti-phase patterns) for movement displacement. Anti-phase relation was the dominant coupling pattern for speed scalar relationships among the pairs of players. Speed scalar product, as a collective variable, was different between cooperative and competitive plays with a greater variability in amplitude seen in competitive plays leading to a winning point. The findings from this study provide evidence for increasing stroke variability to perturb existing stable patterns of play and highlights the potential for speed scalar product to be a collective variable to distinguish different patterns of play (e.g., cooperative and competitive).  相似文献   
54.
Whereas the mental health and personal safety of pedestrians have been the subject of both debates in the public sphere and discourses in social sciences, the interpersonal dynamic of citizens on foot remains so far unexplored. This paper takes a game-theoretical approach to the psychology, behaviour, and welfare of pedestrians, who experience different levels of mutualised anxiety and confidence in spontaneous encounters with strangers on the road. Through a combined method of survey, modelling, and theory, it proposes an equilibrium-analysis of inter-pedestrian signalling, as well as a set of public policy recommendations aimed to reduce unnecessary frictions, improve information transparency, and therefore promote public safety.  相似文献   
55.
Past studies have shown that the perceived time of actions is retrospectively influenced by post-action events. The current study examined whether rewarding performance feedback (even when false) altered the reported time of action. In Experiment 1, participants performed a speeded button press task and received monetary reward for a presumed “fast,” or a monetary punishment for a presumed “slow” response. Rewarded trials resulted in the false perception that the response action occurred earlier than punished trials. In Experiments 2 and 3, the need for a speeded response and reward were independently manipulated in order to decouple the cognitive and reward components in the feedback signal. When tested independently, neither variable affected the judged time of action. We conclude that meaningful feedback (fast or slow) is only used when made salient by reward, to modulate the judged time of an action.  相似文献   
56.
从心理学视角对闽南民间游戏葫芦问进行探究。结果表明:(1)随着游戏次数的增加,儿童情绪调控、自我监控的能力有所提高;(2)游戏领导者与非领导者的助人行为存在明显差异;(3)在葫芦问游戏中,已有知识经验是增加游戏领导者影响力的一大重要因素;(4)游戏促使儿童学会对他人的理解,进而促进了同伴关系的发展。传统民间游戏葫芦问不仅有利于历史文化故事的传播,同时对儿童社会性发展具有促进作用。  相似文献   
57.
Genuine altruism would appear to be incompatible with evolutionary theory. And yet altruistic behavior would seem to occur, at least on occasion. This article first considers a game-theoretical attempt at solving this seeming paradox, before considering agroup selectionist approach. Neither approach, as they stand, would seem to render genuine, as opposed to reciprocal, altruism compatible with the theory of evolution. The article concludes by offering an alternative game-theoretical solution to the problem of altruism.  相似文献   
58.
采用最后通牒博弈范式,考察利益水平及社会距离对个体公平加工的影响,探讨公平加工的情境依赖性。实验结果表明:(1)对分配提议的加工受到利益水平的调节,不利不公平条件下被试更加注重公平。(2)提议的不同水平影响被试的拒绝行为,提议越不公平,拒绝率越高。(3)虽然社会距离的主效应不显著,但在实际情境中,较近的社会距离下人们对公平的要求更严格,证实公平加工具有情境依赖性。  相似文献   
59.
Inclusivity of all children in education and within educational settings is an important value and goal. Yet, where settings and practices are not oriented for inclusivity and engagement, some children can struggle with academic tasks and are often marginalised and exhibit disruptive behaviours. The study reported here addresses the social nature of school as a community for learning through a mixed‐methods concurrent triangulation evaluation of the implementation of the Good Behaviour Game (GBG) in six primary (elementary) schools with 10 classes and 222 children in Oxfordshire, England. The Teacher Observation of Classroom Adaptations ‐ Revised (TOCA‐R) was administered in individual interviews with class teachers. Additionally, individual semi‐structured interviews were conducted with teachers, coaches and head teachers (n = 22). In a pre–post design, improvements in child adaptation were observed on all TOCA‐R subscales. In an integrative analysis that brought together quantitative and qualitative findings, pupil improvement was identified in three major areas: inclusion and social participation, behaviour, and concentration. Interview results also highlighted the substantial practical challenges associated with implementing and using the GBG in schools in the UK. Overall, the results of this study support the idea that social relationships within the school community, between pupils and between pupils and teachers, provide an important context for learning and social development. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
60.
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