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51.
听觉呈现条件下汉语双字词语义和语音启动的ERP研究   总被引:3,自引:1,他引:2  
在词汇决定实验中研究语义启动和语音启动,材料为通过听觉呈现的汉语双字词组成的词对(间隔600ms),记录行为数据和ERP数据,结果发现:(1)启动词与目标词之间的语义联系可显著改善对目标词的加工,表现为错误率降低、反应时缩短,以及N400波幅降低;(2)启动词与目标词之间的语音一致对目标词的加工既有干扰作用,又有促进作用。表现为错误率提高,但反应时趋向缩短,N400波幅亦呈下降趋势;(3)启动词与目标词首音相同比尾音相同有更大的干扰作用。  相似文献   
52.
Constructing a sexual identity is one of the major developmental tasks of adolescence. Applying the Media Practice Model, this study retrospectively examines how self-identifying lesbian, gay, and bisexual (LGB) individuals used media during the commencement of the coming-out process and the effects of media use during this pivotal time of development. Results indicate that the Internet plays a critical role in the development of LGB sexual identities. Heavy users of media during the coming-out process are significantly less likely to communicate openly with their families later in life. However, individuals’ reports of loneliness and self-esteem are not affected. Conclusions suggest that mediated forms of communication can be beneficial for sexual exploration among LGB individuals.  相似文献   
53.
Prosocial video games reduce aggressive cognitions   总被引:2,自引:0,他引:2  
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played.  相似文献   
54.
Kristen Harrison   《Body image》2009,6(3):207-215
The Multidimensional Media Influence Scale (MMIS; Cusumano & Thompson, 2001). Media influence and body image in 8–11-year-old boys and girls: A preliminary report on the multidimensional media influence scale. International Journal of Eating Disorders, 29, 37–44) is a child-appropriate, 3-factor scale designed to assess perceived media influence on body image. It has been used in studies exploring the relationship between the entire scale as well as its subscales (awareness, internalization, and pressure) and variables related to body image. However, the 3-factor structure of the scale has never been confirmed via confirmatory factor analysis (CFA), nor has the scale been evaluated with a racially diverse sample of children. This paper reports the results of CFAs establishing the multidimensionality of the scale and the unidimensionality of its subscales among a sample of 661 girls and boys aged 7–12 years, primarily African American and Anglo American. The pressure factor of the MMIS predicted the idealization of a thinner current (child) and future (adult) body both cross-sectionally and one year later for girls and for Anglo American children.  相似文献   
55.
Klein H  Shiffman KS 《Body image》2006,3(4):353-363
Relying upon a content analysis of one specific type of medium to which young people are exposed beginning at an early age, on a regular basis, and for many years (i.e., animated cartoons), the present study examines what types of messages are provided about being physically unattractive, physically attractive, and ordinary-looking. This research concerns itself with identifying the characteristics that tend to be associated with being good-looking or unattractive, and then discussing the implications of the findings. Results indicate that many variables were found to differ based on cartoon characters’ physical attractiveness, including gender, age, intelligence, body weight, emotional states experienced, prosocial behaviors, antisocial behaviors, and overall goodness/badness. Whenever differences were found, the overriding tendency was for cartoons to provide positive messages about being attractive and negative messages about being unattractive.  相似文献   
56.
Smolak L  Stein JA 《Body image》2006,3(2):121-129
This study examines the relationship of three sociocultural factors—media influence, peer teasing, and parent teasing/comments and three potential moderator variables—self-esteem, social comparison, and endorsement of male strength and athleticism—to drive for muscularity in middle school boys. There were 287 seventh and eighth grade boys who completed a questionnaire measuring these variables as well as body mass index (BMI) and pubertal status. Results indicated that media influence and male physical attributes endorsement were particularly important correlates of drive for muscularity. These findings have implications for programs designed to prevent body dissatisfaction among adolescent boys.  相似文献   
57.
The current article presents an analysis of the life stories of three generations of women within a family headed by a Holocaust survivor. Its uniqueness lies in its double analysis of the stories told by these women, with an interval of 12 years between telling. The first series of interviews were conducted in the early 1990s within the framework of a pioneering study in which, for the first time, three generations in each of 20 families were interviewed and their narratives analyzed. The current analyses are based on the perspective that, through life narratives, it is possible to view the transformations of relationships over time and that these transformations in relationships are central to personal development. We will examine the relationships of the women in these three generations, both with significant others and with each other. We will trace processes of development and changes in these relationships over the 12 years. Finally, we will discuss the social and methodological implications of our study.  相似文献   
58.
Halliwell E  Dittmar H 《Body image》2005,2(3):249-261
This study investigates the effect of social comparisons with media models on women's body image based on either self-evaluation or self-improvement motives. Ninety-eight women, for whom appearance was a relevant comparison dimension, viewed advertisements that did, or did not, feature idealised models, after being prompted to engage in self-evaluation or self-improvement comparisons. The results indicate that, when focusing on self-evaluation, comparisons with thin models are associated with higher body-focused anxiety than viewing no model advertisements. In contrast, when focusing on self-improvement, comparisons with thin models are not associated with higher body-focused anxiety than viewing no models. Furthermore, women's general tendency to engage in social comparisons moderated the effects of self-evaluative comparisons with models, so that women who did not habitually engage in social comparisons were most strongly affected. It is suggested that motive for social comparison may explain previous inconsistencies in the experimental exposure literature and warrants more careful attention in future research.  相似文献   
59.
In the current study, 138 college females were randomly assigned to four media exposure conditions based on the presence or absence of an attractive person (fashion model) and the presence or absence of an appearance-related product. Outcome measures consisted of visual analogue ratings of multiple body image and mood variables. The results revealed a significant main effect for person, indicating that the presence of a model increased levels of body dissatisfaction and negative mood. No product effect emerged and there was no significant interaction between person and product. These findings suggest that the appearance priming effect of media exposure on body dissatisfaction and mood is specific to a person stimulus, with no additional effect promoted by a generic appearance-relevant stimulus.  相似文献   
60.
Despite the reflective nature of tragedy, little research has focused on reflection's impact on “pleasure” and personal growth. Drawing from entertainment, literary, and health research, this study assessed the degree to which contemplating tragedy increases gratifications and promotes self‐acceptance. The moderating effects of life events were also examined. In an experiment, participants (N = 120) were randomly instructed to either watch a Hollywood drama and reflect, or only watch the movie (control). Results showed significant main effects on appreciation and enjoyment. Reflection increased gratifications for participants with remote loss (≥2 years) but not recent loss, and it strengthened the link between self‐perceptual depth and a 4‐week change in self‐compassion. The benefits and drawbacks of reflecting on tragedy are discussed.  相似文献   
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