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241.
Objective: It is imperative for public health to investigate what factors may reduce defensive responses and increase the effectiveness of health information. The present research investigated gender differences in responses to threatening health-promoting information communicated with humour.

Design: Male and female participants were exposed to a health message stressing the negative consequences of binge drinking (Experiment 1; N = 209) or caffeine consumption (Experiment 2; N = 242), that did or did not contain a funny visual metaphor (Experiment 1) or a slapstick cartoon (Experiment 2).

Main Outcome Measures: Message evaluation, message attention, and attitudes and intentions towards the behaviour were measured.

Results: Results showed that health messages were more persuasive when communicated with humour, although humour played a different role for men and women. Whereas men responded more in line with message goals when the message combined high threat with humour, women preferred the low threat humour messages.

Conclusion: By uncovering the moderating role of gender as a key audience characteristic, this research contributes to designing effective future health campaigns and provides important insights for future studies investigating the underlying mechanisms responsible for the different effects of threat and humour appeals for men and women.  相似文献   

242.
《Psychologie Fran?aise》2022,67(4):471-488
IntroductionThe pandemic linked to Covid-19 has changed the daily habits of the population. In this context, some activities have been favored, sometimes even encouraged, such as the use of video games.ObjectiveThe objective of this study was to investigate the impact of the COVID-19 pandemic on video game use taking into account the type of passion and personality.MethodA mixed methodology was used. In addition to the amount of gaming use, the Big Five Inventory was used to assess personality and the Passion Scale to distinguish the type of passion according to the dualistic model. A semi-structured interview made assessed the impact of confinements on gaming use and the gamer's feelings during this period. Among the 137 gamers (mean age 30.26) who completed the self-questionnaires, 10 participated in the semi-structured interview.ResultsWhatever the type of passion, gaming use increased during the lockdown period (in frequency and time). A negative relationship was found between Openness and gaming use during the week before and during the pandemic, as well as with obsessive passion. Qualitative data showed that gaming use emerged as an occupational activity, source of pleasure, escape from negative emotions related to the COVID-19 pandemic, and social support.ConclusionThe use of video games was mentioned by participants as an effective strategy to deal with the difficulties caused by the COVID-19 pandemic.  相似文献   
243.
Autonomous Vehicles (AVs) have the potential to transform the transportation industry with significant economic, social and environmental benefits. However, the mass deployment of AVs depends on public desire to use them. This study aims to examine the effect of instrumental, symbolic, and affective motives on the behavioural intention to use fully AVs. Based on a survey of 240 U.S. residents, a structural equation modeling analysis was performed. Our results suggest the behavioural intention to use fully AVs depends on fulfilling instrumental (i.e., performance expectancy and hedonic motivation), symbolic (i.e., personal innovativeness and social influence) and affective motives (i.e., trust and performance risk). These results have implication for designing policy interventions to increase the deployment of AVs.  相似文献   
244.
Phone use is likely to distract cyclists and possibly increase crash risk. Therefore, handheld phone use among cyclists is forbidden by law in some countries, even though cyclists use compensatory strategies to attempt to mitigate distractions and related effects. Both demographic, environmental, and psychological factors have been associated with cyclists’ phone use. This study extends the existing literature by including traffic rule beliefs as an explanatory measure in predicting cyclists’ handheld phone use and additionally explores how well cyclists know these rules in different legislative contexts. Online questionnaire responses were collected in 2019 among 1055 cyclists living in Denmark (N = 568), where handheld phone use for cyclists was forbidden, and in the Netherlands (N = 487), where it was legal. Responses on phone use, traffic rule knowledge, cycling behaviour, demographic, and psychological measures were used to identify factors contributing to the likelihood of handheld phone use in three regression models; one for all respondents and one for each country. In the combined model, believing there are no rules on handheld phone use increased the likelihood of handheld phone use while cycling. Other significant factors were subjective norm, perceived behavioural difficulty, self-identity as a safe cyclist as well as demographic factors. The country-specific models found that male gender was only associated with more handheld phone use in the Netherlands, while believing there was no ban was only connected to an increase in the likelihood of using handheld phone in Denmark. Correct traffic rule knowledge was almost three times higher in Denmark, where handheld phone use was forbidden. The results identify subjective norms, potential overconfidence, and traffic rule awareness (when there is a ban) as relevant factors in reducing the likelihood of cyclists’ handheld phone use. Findings from country-specific models possibly point to a connection between culture and traffic rules. Future research should focus on underlying mechanisms and awareness of traffic rules.  相似文献   
245.
This study synthesizes 91 peer-reviewed survey studies examining the public acceptance of Autonomous Vehicles (AVs). The framework of the study is informed by three questions: (1) How well do the collected samples represent the acceptance of the general population? (2) How often does bias exist in measuring public acceptance in AV’s questionnaires? (3) How much bias persists in reporting public acceptance of AV’s research? The findings indicate that (1) people with disabilities and racial minorities are only included in 10% and 20% of the studies, respectively (2) 50% of the studies present their questionnaire, and most are perceived to be biased as a result of systematic errors such as leading questions, missing questions, and suggestive information, and (3) 72% of the studies suffer from the sentiment bias, where the positive tone in the title and abstract is more significant than in the result. This leads to imprecise findings and unrealistic depictions of acceptance of autonomous vehicles by the public. The analysis alerts researchers and practitioners to empirical evidence of bias in public acceptance of autonomous vehicles and recommends preventive actions.  相似文献   
246.
247.
Alcohol or drug use and road rage behaviors in drivers are threats to traffic safety. The purpose of this research is to examine the relationship between alcohol or drug use and aggression in Turkish drivers, and to evaluate the mediating role of driving anger in this relationship. 270 amateur and professional Turkish drivers (170 male, 100 female) have filled up Driving Anger Scale (DAS), Driver Aggression Indicators Scale (DAIS), Alcohol Use Disorders Identification Test (AUDIT) and the Questionnaire Form. 15.9% of the participants scored 8 and higher on the AUDIT scale (alcohol problem). The most prevalent substance is cannabis, used at least once in a lifetime (20%). The results of mediated regression analysis indicates that driving anger has an increasing mediating role in the relationship between alcohol use and driver aggression. Due to limitations in the data, we could not reveal the relationship between substance use and driver aggression. These findings have led us to think that drinking use may contribute to being a perpetrator and/or a victim of the road rage. Taking precautions against drinking driving and road rage and going over the current implementations is important in order to create a safer traffic environment. Scientific researches carried out in this field must aim to provide the desired efficiency on prevention and intervention programs that reduce the prevalance of such dangerous acts.  相似文献   
248.
Future expectations have been important predictors of adolescent development and behavior. Its measurement, however, has largely focused on single dimensions and misses potentially important components. This analysis investigates whether an empirically-driven, multidimensional approach to conceptualizing future expectations can substantively contribute to our understanding of adolescent risk behavior. We use data from the National Longitudinal Survey of Youth 1997 to derive subpopulations of adolescents based on their future expectations with latent class analysis. Multinomial regression then determines which covariates from Bronfenbrenner's ecological systems theory are associated with class membership. After modeling these covariates, we examine whether future expectations is associated with delinquency, substance use, and sexual experience. Our analysis suggests the emergence of four distinct classes labeled the Student Expectations, Student/Drinking Expectations, Victim Expectations, and Drinking/Arrest Expectations classes according to their indicator profiles. These classes differ with respect to covariates associated with membership; furthermore, they are all statistically and differentially associated with at least one adolescent risk behavior. This analysis demonstrates the additional benefit derived from using this multidimensional approach for studying future expectations. Further research is needed to investigate its stability and role in predicting adolescent risk behavior over time.  相似文献   
249.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   
250.
Updating a previous systematic review of the literature, this review summarizes the literature over the last 5 years on the relationship between school-based extracurricular activity participation and academic achievement, substance use, sexual activity, psychological adjustment, and delinquency. The review also considers mediators and moderators of these relationships. This review also discusses recent advances in activity research including participation measurement (intensity, breadth, and duration), person-centered approaches, and an exploration of the overscheduling hypothesis. The review reveals a mixed picture of the relationship between activity participation and these adolescent developmental outcomes. A call for continued exploration into measurement issues, analysis approaches, outcome measures, and causal models of activities and adolescent functioning is made.  相似文献   
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