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91.
肖玉琴  张卓  宋平  杨波 《心理科学进展》2014,22(9):1456-1466
冷酷无情特质(callous unemotional trait, CU)是指对他人冷漠、缺乏罪责感、低共情的一种人格倾向, 伴随有高频率和高破坏性的反社会行为甚至暴力犯罪。CU特质者在情感上表现为对负性情绪加工不敏感, 缺乏共情; 在认知上表现出追求奖赏、忽视惩罚; 在生物学方面, CU特质者生理唤醒水平低、皮质醇水平低、杏仁核和腹内侧前额叶活动异常。未来研究的方向是修订发展本土化CU特质量表、探析CU特质者的性别差异、梳理CU与品行障碍等其他精神障碍的关系、为暴力犯循证矫正的方案设计提供科学依据。  相似文献   
92.
This study investigated the relationship between bullying and aggression among imprisoned male adult offenders. The participants were 70 imprisoned male offenders, who were classified using the Direct and Indirect Prisoner Behaviour Checklist (DIPC) as one of four ‘bully’ groups: pure bully, pure victim, bully/victim, or not involved. Participants also completed the Buss‐Perry Aggression Questionnaire (AQ), a measure of aggression and hostility. The majority of the prisoners reported behaviors indicative of bullying, with 42.9 percent classified in the bully/victim group and 12.9 percent as pure bullies. 15.7 percent of participants were classified as pure victims, while 28.6 percent did not report any involvement in bullying. Bully/victims scored higher than participants who were not involved in bullying on the Hostility scale and Total score of the AQ. A number of correlations were found between the AQ scores and number of bully behaviors perpetrated. These suggested there is an overlap between the constructs measured by the AQ and type of bullying behaviors perpetrated. The number of bullying behaviors experienced was only correlated with the Hostility scale. The results are discussed in terms of previous research and their implications for theory and practice. Aggress. Behav. 31:1–11, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   
93.
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   
94.
暴力犯内隐攻击性研究   总被引:2,自引:0,他引:2  
该研究采用IAT测验对暴力犯的内隐攻击性进行了研究。研究表明:1)暴力犯内隐攻击性信念和内隐攻击性评价的IAT效应显著高于一般群体;2)暴力犯内隐攻击性与外显攻击性相关不显著;回归分析表明内隐攻击性信念与刑期相关显著。  相似文献   
95.
张学民  李茂  宋艳  李永娜  魏柳青 《心理学报》2009,41(12):1228-1236
通过实验考察游戏中的射杀动作成分和血腥成分对玩家和观看者攻击性行为和攻击性认知的影响。被试为72名男性大学生, 选用第三人称45度角的射击类游戏, 将游戏中的射杀动作成分和血腥成分进行分离, 采用竞争反应时任务范式考察攻击性行为, 采用EAST内隐认知范式考察内隐攻击性认知, 结果表明: (1) 玩家比观看者表现出更强的攻击性, 玩家表现出的攻击性行为和攻击性认知均显著强于观看者; (2) 视频游戏中的射杀动作成分导致观看者有更高的游戏卷入, 血腥成分对被试的攻击性影响强于射杀动作成分, 并使被试倾向于将攻击性进行他人归因。  相似文献   
96.
汽车驾驶员攻击性驾驶行为的研究   总被引:5,自引:0,他引:5  
攻击性驾驶行为影响着交通运输的安全。本文简要叙述了攻击性驾驶行为操作性定义的有关研究 ,以及导致该行为的年龄、性别、人格特质、情绪等个人因素和社会环境因素。  相似文献   
97.
暴力视频游戏是一种新兴的娱乐媒介, 是指含有描绘个体试图对其他个体造成伤害等内容的视频游戏。亲社会性是人类区别于动物的重要特征, 包括在人际交往中个体所表现出的利他、助人等一切使他人受益的认知、情感和行为。本文采用元分析的方法整合国内外已有研究, 分析暴力视频游戏对玩家亲社会性影响的主效应, 并重点考察各调节变量在暴力视频游戏与亲社会性的关系中产生的作用。通过文献检索, 纳入符合要求的文献24篇, 包含63个效应值(effect size), 总样本量18554人。研究结果显示:暴力视频游戏与亲社会性总效应值显著, 但相关较弱(r = -0.10)。调节效应分析表明, 暴力视频游戏与亲社会性的关系受到被试性别、被试类型、被试年龄、测量类型与亲社会性测量指标的调节。未来研究可以进一步采用一般攻击模型与一般学习模型等理论模型指导暴力视频游戏对亲社会行为影响研究, 同时优化实证研究中测量亲社会性的实验范式, 并且需要重点考察个体差异对暴力视频游戏与亲社会性关系的影响。  相似文献   
98.
Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation-seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.  相似文献   
99.
Psychological research suggests that violent extremism (e.g., terrorism) stems partly from existential motives, such as individuals’ need to achieve significance in life after experiencing failure, ostracism, or humiliation (Significance Quest Theory; SQT). Parallel investigations from sociology and criminology established similar findings by linking anomia—a syndrome including feelings of meaninglessness, powerlessness, isolation, self-estrangement, and normlessness—with violent behavior. In line with SQT, this contribution tested if anomia could mediate Loss of Significance effects on violent extremism. Accordingly, three studies conducted in France highlight indirect effects of exposure to discrimination on legitimation of political violence (Study 1, cross-sectional, minority population sample, N = 110), violent behavioral intentions (Study 2, experimental, undergraduate sample, N = 249), and support for ISIS fighters (Study 3, experimental, undergraduate sample, N = 221) through anomia. A subsequent study shows this indirect effect to be robust when controlled for Social Dominance Orientation and Political Extremism (Study 4, cross-sectional, undergraduate sample, N = 279). A final investigation re-analyzing data collected in Turkey highlights a reverse effect when the independent variable tapped into social inclusion (rather than exclusion; Study 5, cross-sectional, undergraduate sample, N = 321). This indirect effect was also robust to Political Extremism and Intolerance as control variables. These results support the usefulness of considering anomia as a proximal predictor of violent extremism in a SQT perspective.  相似文献   
100.
Media Violence and Social Neuroscience: New Questions and New Opportunities   总被引:1,自引:0,他引:1  
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.  相似文献   
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