首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   101篇
  免费   11篇
  国内免费   8篇
  2023年   1篇
  2021年   2篇
  2020年   5篇
  2019年   6篇
  2018年   2篇
  2017年   6篇
  2016年   3篇
  2015年   5篇
  2014年   4篇
  2013年   23篇
  2012年   6篇
  2011年   6篇
  2010年   7篇
  2009年   10篇
  2008年   7篇
  2007年   6篇
  2006年   4篇
  2005年   2篇
  2004年   1篇
  2003年   3篇
  2002年   1篇
  2000年   3篇
  1999年   1篇
  1998年   4篇
  1980年   1篇
  1979年   1篇
排序方式: 共有120条查询结果,搜索用时 0 毫秒
101.
Two pathological gamblers could choose between emitting or having the dealer emit the response options when playing each of three casino games. A response‐cost procedure was introduced in a multiple baseline design across games in which the participant had to pay to perform the responses himself, which was somewhat effective at reducing many of the initial irrational choices made by each participant.  相似文献   
102.
The present study explored the delay discounting of future and past monetary rewards by pathological gamblers. Using a multiple baseline design, following repeated exposure to choices between smaller immediate and larger delayed consequences, participants completed a relational responding task that attempted to alter the psychological functions of irrelevant stimuli and to affect subsequent delay discounting. Results support previous literature on the discounting of delayed consequences by pathological gamblers, illustrate that the discounting of past rewards occurs in a similar fashion to the well‐documented literature on the discounting of future rewards, and that magnitude of discounting can be altered.  相似文献   
103.
Philip Gerrans 《Synthese》2007,159(3):459-474
Patients with damage to the ventromedial prefrontal cortex (VMPFC) are often described as having impaired ability for planning and decision making despite retaining intact capacities for explicit reasoning. The somatic marker hypothesis is that the VMPFC associates implicitly represented affective information with explicit representations of actions or outcomes. Consequently, when the VMPFC is damaged explicit reasoning is no longer scaffolded by affective information, leading to characteristic deficits. These deficits are exemplified in performance on the Iowa Gambling Task (IGT) in which subjects with VMPFC perform significantly worse than neurotypicals in a task which requires them learn from rewarding and punishing experience to make decisions. The somatic marker theory adopts a canonical theory of emotion, in which emotions function as part of a valencing system, to explain the role of affective processes. The first part of the paper argues against this canonical account. The second part provides a different account of the role of the role of the VMPFC in decision-making which does not depend on the canonical account of emotion. Together the first and second parts of the paper provide the basis for a different interpretation of results on the Iowa Gambling Task (IGT). In fact the IGT may be probing a deficit in what has been called mental time travel: the ability to access and use information from previous experience and imaginatively rehearse future experiences as part of the process of deliberation.  相似文献   
104.
Current approaches to obsessive-compulsive disorder (OCD) have suggested that neurobiological abnormalities play a crucial role in the etiology and course of this psychiatric illness. In particular, a fronto-subcortical circuit, including the orbitofrontal cortex, basal ganglia and thalamus appears to be involved in the expression of OCD symptoms. Neuropsychological studies have also shown that patients with OCD show deficits in cognitive abilities that are strictly linked to the functioning of the frontal lobe and its related fronto-subcortical structures, such as executive functioning deficits and insufficient cognitive-behavioral flexibility. This article focuses on decision making, an executive ability that plays a crucial role in many real-life situations, whereby individuals choose between pursuing strategies of action that involve only immediate reward and others based on long-term reward. Although the role of decision-making deficits in the evolution of OCD requires further research, the collected findings have significant implications for understanding the clinical and behavioral heterogeneity that characterizes individuals with OCD.  相似文献   
105.
This study examined performance on the Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) as a measure of low-income school-aged children’s affective decision-making and considered its utility as a direct indicator of impulsivity. One hundred and ninety-three 8–11 year olds performed a computerized version of the Iowa Gambling Task, a validated measure of decision-making. Multi-level modeling was used to examine children’s performance over the course of the task, with age, gender, and teachers’ ratings of child impulsivity (BIS-11; Patton, Stanford, & Barratt, 1995) used to predict children’s Iowa Gambling performance. Higher impulsivity scores predicted a decrease in slope of Iowa Gambling performance, indicating students rated higher on impulsivity chose more disadvantageously across the task blocks. Results support evidence of the validity of the Iowa Gambling Task as a measure of impulsivity in low-income minority children.  相似文献   
106.
《The Journal of psychology》2013,147(6):495-504
One hypothesis for the reason a person might become a pathological gambler is that the individual initially experiences a big win, which creates a fallacious expectation of winning, which may then lead to persistent gambling despite suffering large losses. Although this hypothesis has been around for several decades, only one controlled empirical study has addressed it, and that study reported null results. In the present experiment, the authors tested the "big win" hypothesis by having 4 groups of participants with little to no experience gambling play a computer-simulated slot machine for credits that were exchangeable for cash. One group experienced a large win on the very 1st play. Another experienced a large win on the 5th play. A 3rd group experienced 2 small wins on the 2nd and 5th plays. No other winning outcomes were programmed. The 4th group never experienced a win. The authors observed a significant effect of group. Participants who experienced a large win on the 1st play quit playing the simulation earlier than participants who experienced a large win on the 5th play. These results appear to question the "big win" as an explanation for pathological gambling. They are more consistent with a behavioral theory of gambling behavior. The present study should also promote the use of laboratory-based research to test long-standing hypotheses in the gambling literature.  相似文献   
107.
The authors considered compliance with a decision aid that E. Thorp (1966) designed to minimize loss in a gambling paradigm under different levels of risk or impairment. Twenty adult men (aged 18-46) completed the South Oaks Gambling Screen (SOGS; H.R. Lesieur & S. B. Blume, 1987) and the Alcohol Use Disorders Identification Test (AUDIT; J. P. Allen, D. F. Reinert, & R. J. Volk, 2001) and then played a computer blackjack program before and after ingesting alcohol. The decision aid (online Basic advice) increased players' compliance with optimal play and also increased players' willingness to wager more at high stakes. Participants attained a mean peak blood alcohol concentration (BAC) of 0.048%. Alcohol increased the rate of play. After consuming alcohol, participants appeared to spend less time on their decisions and were more reliant on support. The authors explained these results in terms of an alcohol-induced myopia that enhances responses to salient cues.  相似文献   
108.

The Eysenck Personality Profiler was completed by 400 undergraduate students together with the Francis Scale of Attitude toward Christianity. The data confirm the main conclusion of several previous studies by demonstrating that there is no significant relationship between the personality dimension of neuroticism and religiosity. The analyses go beyond previous studies by examining the relationships between religiosity and the seven component parts of neuroticism separately. These analyses demonstrate a significant positive correlation between religiosity and guilt, a significant negative correlation between religiosity and unhappiness, and no significant correlation between religiosity and low-self esteem, anxiety, dependency, hypochondriasis, or obsessiveness.  相似文献   
109.
ABSTRACT. This study investigated whether risk taking on a laboratory gambling task differed depending on whether participants gambled with earned or experimenter-provided game credits. Participants made repeated choices between two options, one to wager game credits on a game that produced probabilistic gains and losses, and one to gain game credits with certainty. Choice was investigated across stake and no-stake conditions and condition order was counterbalanced across conditions. Risk taking was higher under stake than no-stake conditions, but only when stake conditions were experienced first. There was no effect on risk taking of the amount of the certain gain. Results are consistent with previous research showing that participant-stake procedures promote greater risk taking than procedures that allow participants to gamble with their own earnings, and also show that experience gambling with earned credits has an enduring effect on risk taking.  相似文献   
110.
To understand dynamic changes in the likelihood that people would access and selectively expose themselves to information online, the present study examined the checking of account balances during simulated gambling. Sixteen participants played 120 hands of computer Blackjack for points, at higher or lower levels of risk (different point multipliers), and after each win or loss the computer recorded if participants checked their account balances. There were individual differences in checking rates. Participants who were more likely to check balances exhibited a selectivity of exposure to decision consonant information after a win at low risk. Although it was expected that people would seek to maintain positive mood, data were better explained in terms of Cognitive Dissonance. The effects of Cognitive Dissonance are liable to extend beyond single static decisions into dynamic online environments.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号