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71.
In a simulated casino environment, 6 nonpathological women played concurrently available commercial slot machines programmed to pay out at different rates. Participants did not always demonstrate preferences for the higher paying machine. The data suggest that factors other than programmed or obtained rate of reinforcement may control gambling behavior, which should encourage behavior analysts to look beyond direct, contingency‐driven explanations of gambling.  相似文献   
72.
Past research has demonstrated a transformation of stimulus functions under similar conditions using gambling tasks and adults (e.g., Zlomke & Dixon, 2006), and the present study attempted to extend this research. Experimenters exposed 7 children (ages 7 to 10 years) to a simulated board game with concurrently available dice differing only by color. Following initial exposure to the game, participants were trained to discriminate between two contextual cues representing the relational frames of more than and less than. Following the training procedure, experimenters reexposed participants to the simulated board game. Six of the 7 participants demonstrated an increased preference toward the die with the color that had been paired with more than during the conditional discrimination training.  相似文献   
73.
74.
The present study examined the relationship between gambling behavior and delay discounting with Japanese residents. Japanese university students were selected into pathological gambler and non‐gambling control groups using a Japanese version of the South Oaks Gambling Screen. In a discounting task, participants chose individually between a large delayed reward and a smaller immediate reward with varied delays. The discounting rate (k‐value) and the area under the curve were significantly higher and smaller, respectively, for the gambler group than for the control group. These findings show that Japanese gamblers discount delayed rewards more steeply than non‐gambling controls, as has been found in U.S. residents.  相似文献   
75.
Opportunities for legal gambling of various types have expanded rapidly in the United States in recent years. Our study develops a series of theoretical arguments linking multiple dimensions of religious involvement—traditions, beliefs, practices, and networks—with the frequency of gambling activity. Relevant hypotheses are then tested using data from the Panel Study of American Religion and Ethnicity (PS‐ARE), a recent nationwide probability sample of U.S. adults. Findings underscore the importance of co‐religionist networks in deterring gambling. In addition, biblical inerrantists and members of conservative Protestant and sectarian groups are relatively disinclined to gamble. Religious attendance is also inversely associated with gambling frequency. Differences in gambling by religious tradition are amplified among persons with strong co‐religionist networks. Several study limitations are noted, and promising future research directions on the dynamics and functioning of church‐based networks are identified.  相似文献   
76.
The aim of this study was to compare pathological gamblers and skydivers in relation to measures of impulsivity and sensation seeking. The Eysenck Impulsivity Scale - Narrow Impulsiveness Subscale and the Arnett Inventory of Sensation Seeking were administered to pathological gamblers (n = 29), skydivers (n = 93), and a control group (n = 43). A two-way multivariate analysis of variance was conducted to explore differences in impulsivity and sensation seeking between the groups and possible group by gender and group by age interaction effects. The significant effects were further investigated using follow-up univariate analysis of variance. The results showed significant main effects of Group, Gender and Age, and a significant Group by Gender interaction effect. The results showed no statistically significant differences in impulsivity between pathological gamblers and skydivers; however, both groups scored higher than the controls. The skydivers scored higher compared to the pathological gamblers and controls on both sensation seeking subscales. Pathological gamblers scored higher than the controls on the subscale Need for Stimulus Intensity, although lower than the controls on the subscale Need for Novelty. We conclude that skydivers and pathological gamblers do not seem to differ in terms of impulsivity, but that the two groups differ in terms of sensation seeking. Skydivers are hence characterized by more sensation seeking compared to pathological gamblers. Skydiving, as opposed to pathological gambling, is not considered a psychiatric disorder, and skydiving may represent a more non-pathological way to fulfill the need for stimulus intensity.  相似文献   
77.
Growing evidence suggests that people are able to accurately infer some personality traits and behavioral outcomes from facial photographs. However, little research has examined whether people are able to accurately infer personality traits or behavioral outcomes associated with risk-taking. In this study, we examined whether people were able to accurately infer, on average, others’ personality traits associated with risk-taking from facial photographs. We further examined whether such first impressions were associated with relevant and important behavioral outcomes—specifically, future discounting and gambling and problem gambling tendencies. Results suggest that people are able to accurately infer, on average, some personality traits and behavioral outcomes associated with risk-taking from faces.  相似文献   
78.
ABSTRACT. The authors investigated whether working memory (WM) plays a significant role in the development of decision making in children, operationalized by the Children's Gambling Task (CGT). A total of 105 children aged 6–7, 8–9, and 10–11 years old carried out the CGT. Children aged 6–7 years old were found to have a lower performance than older children, which shows that the CGT is sensitive to participant's age. The hypothesis that WM plays a significant role in decision making was then tested following two approaches: (a) an experimental approach, comparing between groups the performance on the CGT in a control condition (the CGT only was administered) to that in a double task condition (participants had to carry out a recall task in addition to the CGT); (b) an interindividual approach, probing the relationship between CGT performance and performance on tasks measuring WM efficiency. The between-groups approach evidenced a better performance in the control group. Moreover, the interindividual approach showed that the higher the participants’ WM efficiency was, the higher their performance in the CGT was. Taken together, these two approaches yield converging results that support the hypothesis that WM plays a significant role in decision making in children.  相似文献   
79.
Pathological gambling is a widespread problem with major implications for society and the individual. There are effective treatments, but little is known about the relative effectiveness of different treatments. The aim of this study was to test the effectiveness of motivational interviewing, cognitive behavioral group therapy, and a no-treatment control (wait-list) in the treatment of pathological gambling. This was done in a randomized controlled trial at an outpatient dependency clinic at Karolinska Institute (Stockholm, Sweden). A total of 150 primarily self-recruited patients with current gambling problems or pathological gambling according to an NORC DSM-IV screen for gambling problems were randomized to four individual sessions of motivational interviewing (MI), eight sessions of cognitive behavioral group therapy (CBGT), or a no-treatment wait-list control. Gambling-related measures derived from timeline follow-back as well as general levels of anxiety and depression were administered at baseline, termination, and 6 and 12 months posttermination. Treatment showed superiority in some areas over the no-treatment control in the short term, including the primary outcome measure. No differences were found between MI and CBGT at any point in time. Instead, both MI and CBGT produced significant within-group decreases on most outcome measures up to the 12-month follow-up. Both forms of intervention are promising treatments, but there is room for improvement in terms of both outcome and compliance.  相似文献   
80.
Effective therapies for pathological gambling exist, but their use is limited to about 10% of the target population. In an attempt to lower the barriers for help, Internet-based cognitive behavioural therapy (ICBT) has been shown to be effective when delivered to a non-depressed sample with pathological gambling. This study sought to extend this finding to a larger, more representative population, and also test a model to predict responder status. Following advertisement, a total of 284 participants started an 8-week ICBT programme with minimal therapist contact via e-mail and weekly telephone calls of less than 15 min. The average time spent on each participant, including telephone conversations, e-mail, and administration, was 4 h. In addition to a mixed effects model to evaluate the effectiveness of the treatment, two logistic regression analyses were performed with the following eight pre-defined response predictor variables: work-life satisfaction, primary gambling activity, debts due to gambling, social support, personal yearly salary, alcohol consumption, stage of change, and dissociative gambling. ICBT resulted in statistically significant reductions in the scores of pathological gambling, anxiety, and depression as well as an increase in quality of life compared to pre-treatment levels. Follow-ups carried out in the treatment group at 6, 18, and 36 months indicated that treatment effects were sustained. Using the eight predictor variable model rendered an acceptable predictive ability to identify responders both at post-test (AUC = .72, p < .01) and at 36-month follow-up (AUC = .70, p < .01). We conclude that ICBT for pathological gamblers, even if depressed, can be effective and that outcome can partly be predicted by pre-treatment characteristics.  相似文献   
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