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11.
The aim of this study was to examine differences in the performance of children with probable Developmental Coordination Disorder (p-DCD) and balance problems (BP) and typical developing children (TD) on a Wii Fit task and to measure the effect on balance skills after a Wii Fit intervention.Twenty-eight children with BP and 20 TD-children participated in the study. Motor performance was assessed with the Movement Assessment Battery for Children (MABC2), three subtests of the Bruininks Oseretsky Test (BOT2): Bilateral Coordination, Balance and Running Speed & Agility, and a Wii Fit ski slalom test. The TD children and half of the children in the BP group were tested before and after a 6 weeks non-intervention period. All children with BP received 6 weeks of Wii Fit intervention (with games other than the ski game) and were tested before and afterwards.Children with BP were less proficient than TD children in playing the Wii Fit ski slalom game. Training with the Wii Fit improved their motor performance. The improvement was significantly larger after intervention than after a period of non-intervention. Therefore the change cannot solely be attributed to spontaneous development or test–retest effect. Nearly all children enjoyed participation during the 6 weeks of intervention. Our study shows that Wii Fit intervention is effective and is potentially a method to support treatment of (dynamic) balance control problems in children.  相似文献   
12.
Within-group differences amongst gamers must be considered when studying the psychological correlates of gameplay. A conceptual framework, whereby gaming may be treated as a means to other ends—such as coping with boredom or bonding with friends—or as an end in itself, was the basis upon which the Gaming Styles Questionnaire was developed. Factor analysis and criterion-group validity, based on data obtained from a heterogeneous sample of gamers, offered support to a continuum of gamers, ranging from those for whom gaming is a means to other ends to those for whom gaming is an end in itself. Although age did not correlate with gaming style, men’s endorsement of gaming as an end in itself was stronger than women’s.  相似文献   
13.
Some marketers use game settings to offer deals. Though research has studied the conditions under which consumers engage in such games, we know little about how they respond to deal offers won through the gaming process. We hypothesize that when faced with deal offers from games, such as scratch cards or trivia quizzes, consumers who are high (vs. low) in choice freedom needs often feel reactance and reject the offer. We find converging evidence for this prediction in both controlled experiments (studies 1 and 3) and in a field study (study 2), when using ethnic backgrounds as a proxy for participants’ choice freedom needs (study 1), when directly measuring these needs (study 2), and when manipulating beliefs about the importance of free choice (study 3).  相似文献   
14.
Public discussions about the harmfulness of violent media are often held in the aftermath of violent felony. At the same time, we know little about whether and how experiencing real‐life violence impacts the way laypersons perceive and evaluate debates about virtual violence. In Study 1, we provided data indicating that both real‐life violence and violent video games are perceived as morally threatening by people who regard nonviolence to be an important moral value (i.e., pacifists). In Study 2, we hypothesized and found that when pacifists perceive threat from the presence of real‐life violence, they are especially susceptible to scientific and political claims indicating that violent video games are harmful. Our findings are in line with the value protection model and research on the psychological consequences of threat. Implications of the present findings are discussed with regard to a better understanding of the violent video games debate in the general public.  相似文献   
15.
This article explores the intense psychological effects of compulsive Internet use, which has become increasingly common among adolescent boys and young men. Two cases are presented and discussed to illustrate some of the psychic distortions around thinking and feeling, as these occurred in the analysis of a mid‐adolescent boy and of another patient in later adolescence. A kind of narcissistic omnipotence grounded in magical thinking appeared to take root in their minds, and it led to an avoidant pattern in relationships because of such strong wishes for both distance and control. A short review of the conceptual origins of magical thinking underscores its continued relevance because so many now engage with the Internet. In addition, Anzieu's idea of the ‘skin ego’ is applied to the clinical case material to provide a theoretical framework for the developmental challenges that can appear in adolescent boys who seek to use the Internet as a form of psychic container. Emerging problems that immersion in the Internet might bring into our practices, for example the depleting effects of massive projective identification, are considered and discussed, along with the obvious ways in which using the Internet can be beneficial for connecting with others, for creating new platforms of expression, and for education.  相似文献   
16.
BackgroundImpaired motor development can significantly affect a child’s life and may result in an increased risk of a range of physical and psychological disorders. Active video game (AVG) interventions have been demonstrated to enhance motor skills in children with Developmental Coordination Disorder (DCD); however a home-based intervention has not been assessed.ObjectivesThe primary aim of this study was to compare the changes in motor coordination between a 16 week period of AVG use, with 16 weeks of normal activities (NAG). The secondary aim was to compare the child and parent perceptions of their physical performance between the AVG and NAG conditions.MethodsTwenty-one 9–12 year olds (10 males) were confirmed to be at risk of DCD (⩽16th percentile Movement Assessment Battery for Children-2nd edition (MABC-2) and ⩽15th percentile Developmental Coordination Disorder Questionnaire (DCDQ)) and participated in this crossover randomised and controlled trial. Data was collected at study entry, after the first 16 week condition and following the final 16 week condition, including; (1) the MABC-2, (2) three-dimensional motion analysis of single leg balance and finger–nose tasks, and (3) parent perception of physical skills. Participant perception of physical skills was collected only after the first and second conditions.ResultsThere was no significant difference between AVG and NAG for any of the primary variables including the MABC-2, balance centre-of-mass path distance and finger–nose path distance. There was no significant intervention effect for secondary measures of motor coordination; however the children perceived their motor skills to be significantly enhanced as a result of the AVG intervention in comparison to the period of no intervention.ConclusionA 16 week home based AVG intervention did not enhance motor skills in children with DCD, although they perceived their physical skills to be significantly improved.Trial Registration: Australia and New Zealand Clinical trials Registry (ACTRN 12611000400965).  相似文献   
17.
魏华  周宗奎  牛更枫  何灿 《心理科学》2014,37(2):420-424
网络游戏具有巨大的经济前景和良好的发展态势,国内外很多企业都投入大量资金来开发网络游戏。面对激烈的市场竞争,如何吸引和留住游戏玩家,提高他们的忠诚度,是网络游戏开发商所面临的一个重要问题。本文采用问卷调查法,考察了网络游戏中的定制、角色依恋对网络游戏忠诚度的影响。结果表明:(1)网络游戏定制、角色依恋和忠诚度两两之间呈显著正相关。(2)网络游戏定制对网络游戏忠诚度没有直接影响,而是通过角色依恋的完全中介作用对网络游戏忠诚度产生影响。  相似文献   
18.
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called exergaming, has been designed to capitalize on the reinforcing effects of video games to increase physical activity in children. This study evaluated the effects of exergaming on physical activity among 4 inactive children in a physical education (PE) classroom. Results showed that exergaming produced substantially more minutes of physical activity and more minutes of opportunity to engage in physical activity than did the standard PE program. In addition, exergaming was socially acceptable to both the students and the PE teacher. Exergaming appears to hold promise as a method for increasing physical activity among inactive children and might be a possible intervention for childhood obesity.  相似文献   
19.
Although research in social psychology has repeatedly refuted the idea that aggression reduces subsequent aggression (e.g., Bushman, 2002), we suggest a more fine-grained analysis of catharsis. We will present and discuss a social-cognitive goal model of cathartic effects in aggression that predicts under which conditions aggression increases or reduces subsequent aggression. The model assumes that the accessibility of aggression-related constructs is a function of goal fulfilment: Prior to goal fulfilment constructs related to the goal are highly accessible in order to facilitate goal fulfilment. However, after goal fulfilment this heightened accessibility loses its functionality and aggressive constructs are consequently inhibited. In the present article we will review empirical work testing this model. Moreover, we will extend this model to the effects of violent computer games. Finally we will discuss theoretical challenges and applied relevance of our model for intervention strategies aimed at reducing aggression.  相似文献   
20.
This study aimed to explore Chinese children's social value orientation across different ages and contexts. Revised decomposed games were used to measure the social value orientation of 9‐, 11‐, and 14‐year‐old children and college students as an adult group. About half of them were assigned to the hypothetical context of “equal payment group,” providing equal compensation for participation in the study, and the others to the “real payment group,” who got payment according to their own choices in the games. Results showed that 9‐ and 11‐year‐old children's choices differed between the two contexts: They made more prosocial choices in the hypothetical context, and more competitive choices in the “real payment” context. The 14‐year‐olds’ and adults’ choices were not significantly different in the two contexts. These results may imply that by 14 years of age, children have stable social value orientation, and their behavior reflects this value.  相似文献   
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