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Cooperation requires a tendency for fairness (versus exploitation) and for forgiveness (versus retaliation). Exactly these tendencies are distinguished in the HEXACO model of personality, which attributes the former to Honesty-Humility (HH) and the latter to Agreeableness (AG). However, empirical dissociations between these basic traits have primarily supported the substantial and unique role of HH, whereas the picture for AG has remained somewhat inconclusive. To overcome limitations of prior studies, we introduce an economic paradigm, the Uncostly Retaliation Game, to more conclusively test the unique role of AG for forgiveness versus retaliation. In two fully incentivized experiments, we found that AG (and not HH) indeed negatively predicts retaliation decisions in the face of prior exploitation. Furthermore, the results confirm that the paradigm provides a more direct measure of retaliation (beyond individual payoff-concerns and social preferences such as inequality aversion) than previous measures and that it may thus serve future investigations into the reactive aspect of cooperation. 相似文献
213.
The current study used an mTURK sample to determine if there is a relation between video game preferences and career interests. Previous research has found that individual (e.g., personality) differences influence gaming preferences (Zammitto, 2001) and we sought to extend these findings to the domain of career interests. In addition, we examined the potential moderating role of gender. Since researchers have found that gender disparities in spatial attention can be reduced by playing certain types of video games (Feng, Spence, & Pratt, 2007), and it has been demonstrated that spatial ability is an important predictor of success in careers where women are typically underrepresented (Blickenstaff, 2005), we predicted that women with a preference for these types of games (versus a general preference) may have more interest in these careers. We found that gaming motivations were differentially associated with career interests. In addition, gender was found to significantly moderate a number of these relations, such that the association between gaming tendencies and career interests was stronger for women than for men. Findings from the current study should help guide future research that aims to increase the representation of women in STEM careers. 相似文献
214.
Greed is a variable which might explain and predict a range of real-life criteria. Although often consulted as explanation in the public media, related scientific research has only recently begun. We approached greed from a personality psychology perspective regarding its nomological net and the prediction of theoretically related criteria. We found that a wide array of indicators, including behavior in economic games and risk games, as well as self-reported money investment and aimed at income, can be meaningfully predicted by dispositional greed, over and above the Big Five. Additionally, we found that dispositional greed is substantially related to psychopathy. According to our results, dispositional greed is an important variable which might explain unique variance with regard to theoretically related behaviors. 相似文献
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216.
Steven Weimer 《Sport, Ethics and Philosophy》2020,14(2):226-240
ABSTRACTIn the only two articles on the topic of which I am aware, Chad Carlson and Scott Aikin have leveled three objections against fantasy sports—namely, that participation in fantasy sports elicits (1) a distortion of the virtue of loyalty, (2) an ethically problematic failure of understanding, either of morally valuable parts of games and/or of games as coherent wholes, and (3) a failure to respect the game in that participants desire to see play that is good for their fantasy team rather than play that makes for a good game. This paper defends fantasy sports against those objections. I argue that once the ethical values underlying objections (1) and (2) are identified and plausibly interpreted, we see that fantasy sports pose no threat to those values, but rather provide participants with an alternative, and in some cases superior, means of realizing the relevant values. Participation in fantasy sports is in unavoidable tension with the obligation at work in objection (3), but that obligation is so weak that its failure is easily compensated for by the realization of an ethical value that is central to fantasy sports, yet has been overlooked by both critics—namely, human flourishing in the form of the emotional and intellectual virtues which fantasy sports challenge participants to develop and display. 相似文献
217.
Alex Wolf-Root 《Sport, Ethics and Philosophy》2020,14(2):264-268
ABSTRACTScott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I will show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition. 相似文献
218.
Reading research and research on conversation have followed different paths: While the research program for reading committed itself to a relatively static view of language, where objective text properties serve to elicit specific effects on cognition and behavior of a reader, research on conversation has embraced a language-use perspective, where language is primarily seen as a dynamic, context dependent process. In this essay I contrast these two perspectives, and argue that in order to reach a unified understanding of natural language – be it reading, talking, or conversing – one needs to adopt a language-use perspective. Furthermore, I describe how reading can be seen as a form of language-use, and how the current landscape of research on reading can be re-interpreted in terms of a dynamic, context-sensitive perspective on language. In particular, I propose that the concept of ‘language games’ serves as a good starting point to conceive reading as a form of language-use, describe how one can derive first concrete hypotheses by re-interpreting reading in terms of language games, and show how they can be readily operationalized using tools from dynamic systems analysis. 相似文献
219.
Calogero Iacolino Ester M.C. Lombardo Brenda Cervellione Giuseppe Mannino Salvatore Micieli 《World Futures: Journal of General Evolution》2019,75(7):543-569
This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score analyses pointed out that they do not exceed the respective cutoff scores for each scale. The sample was divided into three clusters to differentiate three kinds of users: nonproblematic, problematic, and “addicted” players. The study highlights that the variable “video game typology” relates to some personality traits. Players who excessively use them tend to experience relatively more negative emotions (anxiety and depression), avoid socioemotional involvement, and report bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays). 相似文献
220.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure. 相似文献