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131.
汪夏 《社会心理科学》2010,(3):54-56,85
流畅感,也有人译作沉浸,指的是一种暂时性、主观的经验,当人们在进行活动的时候如果完全的投入情境中,就是进入一种沉浸的状态。在网络游戏中也有可能产生这样的状态,而这也是许多人会对网络游戏不可自拔的着迷的原因。我们以网络游戏中体验到的流畅感为例,探讨如何将这种体验迁移到教学或者工作当中,实现流畅感理论的应用。  相似文献   
132.
In signaling games, a sender has private access to a state of affairs and uses a signal to inform a receiver about that state. If no common association of signals and states is initially available, sender and receiver must coordinate to develop one. How do players divide coordination labor? We show experimentally that, if players switch roles at each communication round, coordination labor is shared. However, in games with fixed roles, coordination labor is divided: Receivers adjust their mappings more frequently, whereas senders maintain the initial code, which is transmitted to receivers and becomes the common code. In a series of computer simulations, player and role asymmetry as observed experimentally were accounted for by a model in which the receiver in the first signaling round has a higher chance of adjusting its code than its partner. From this basic division of labor among players, certain properties of role asymmetry, in particular correlations with game complexity, are seen to follow.  相似文献   
133.
134.
This study examined the continuous interpersonal interactions of performers in dyadic systems in team sports, as a function of changing information constraints. As a task vehicle, we investigated how attackers attained success in 1v1 sub-phases of basketball by exploring angular relations with immediate opponents and the basket. We hypothesized that angular relations would convey information for the attackers to dribble past defenders. Four basketball players performed as an attacker and defender in 1v1 sub-phases of basketball, in which the co-positioning and orientation of participants relative to the basket was manipulated. After video recording performance behaviors, we digitized participant movement displacement trajectories and categorized trials as successful or unsuccessful (from the attackers’ viewpoint). Results revealed that, to successfully dribble past a defender, attackers tended to explore the left hand side of the space by defenders by increasing their angular velocity and decreasing their angular variability, especially in the center of the court. Interpersonal interactions and goal-achievement in attacker–defender dyads appear to have been constrained by the angular relations sustained between participants relative to the scoring target. Results revealed the functionality of exploratory behaviors of participants attempting re-align spatial relations with an opponent in 1v1 sub-phases of team games.  相似文献   
135.
The association between aggressive media and related behavior is complicated, and the role of underlying genetics has not been adequately explored. A better understanding of the role of genetics on the relationship between aggressive media and behavior, especially in young children, is critical. Using a twin/triplets sample (N = 184 children), the authors investigated the association between preschoolers' preferred media choices and their aggressive behaviors. A multimeasure methodology was utilized, examining children's reports of their preferred media games and shows, observed child negativity and aggression in the lab, and parent reports of their own and their children's aggressive behaviors. The results demonstrated a significant relationship between maternal aggression and parent-reported child aggression, especially for boys. Genetic analyses demonstrated significant heritability for children's parent-reported aggressive behaviors, supporting the biological basis of aggression, but not for media aggression preferences. Controlling for genetics, the authors found that the association between media preferences and aggressive behavior may be genetic in origin. These results emphasize the importance of considering shared genetics underlying the relationship between children's aggressive behaviors and their media preferences, as well as environmental influences. By examining preschoolers, the present study provides insight into the importance of media influences in children younger than those previously studied.  相似文献   
136.
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   
137.
Heterogeneity in contribution levels within public goods games (PGGs) is indicative of individual self- or other-regarding preferences. Reward and punishment mechanisms have been demonstrated to affect contributions in the PGGs. This paper examines whether dispositional sensitivities to rewards and punishments (BIS and BAS) explain some behavioural heterogeneity in PGGs. Seventy-two participants took part in a sequential PGG, in which, prior to making a decision about contributing, participants received information about how much their co-players had donated, which was manipulated either as high or low. They also completed the Carver and White BIS/BAS scales. Participants contributed more when other members of their group contributed a high proportion of the initial endowment and less when others gave a low amount. When participants knew that their group members had contributed a high amount, BAS Reward Responsiveness was significantly negatively correlated with the contribution levels, while BIS-anxiety was positively related to a lower proportion of zero contributions. The findings are interpreted in relation to strategic responding in the PGGs. Motivational traits, such as those conceptualized in Reinforcement Sensitivity Theory, are proposed to underlie pro-social behavioural preferences.  相似文献   
138.
Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game violence who played a violent (relative to a nonviolent) game showed a reduction in the P3 component of the event-related brain potential (ERP) to violent images (indicating physiological desensitization), and this brain response mediated the effect of video game content on subsequent aggressive behavior. These data provide the first experimental evidence linking violence desensitization with increased aggression, and show that a neural marker of this process can at least partially account for the causal link between violent game exposure and aggression.  相似文献   
139.
Video games are a growing part of USA and world culture. Gaming may have addictive effects on some gamers and may foster violent thoughts and behaviour in children and adults. Conversely, there are documented positive outcomes from playing video games. Through this growing media, family therapists have a new gateway to better understand the experience of a younger generation of clients. To keep up with a changing client base, family therapists must learn about video games, their contextual impacts, addictive aspects and possible uses in the therapeutic setting while ignoring the myth that all gaming is harmful.  相似文献   
140.
This paper provides an existential analysis of humour as a social virtue in invasion games at the elite sport level. The main argument is that humour in this particular context can be valuable both in the competitive social training environment and in game performance. This is investigated through philosophical and psychological conceptualisations of humour that are used to reveal and analyse the appearance and possible value of a humorous approach in various social situations experienced during invasion games and the associated training situations. It is concluded that humour can help balance and structure the social training environment as well as facilitate creative game performance. On this basis it is suggested that the existential perspectives on humour presented could make a fruitful contribution to talent development in the domain of invasion games.  相似文献   
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