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71.
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   
72.
暴力电子游戏对攻击行为及相关变量的影响   总被引:3,自引:0,他引:3  
文章综述了暴力电子游戏对攻击行为及相关变量影响的测量方法和实证研究结果,分析了这种影响的心理机制和特点,文章认为对这种心理机制的理论探讨经历了四个阶段,元分析表明暴力电子游戏增加了游戏者的攻击行为、攻击认知、攻击情感、生理唤醒,最后文章指出以往研究中存在的问题和未来可能的发展方向  相似文献   
73.
In a three-factor design varying the aggressive-behavior subtraits of physical aggression (low, high) and hostility (low, high) with exposure to film content (innocuous, violent imagery), respondents were exposed to film segments and thereafter engaged in a teaching task that involved the administration of noxious feedback for unproductive efforts by the learner. A display informed respondents of the intensity of delivered feedback. Instructions were to provide feedback as often as required and of intensities deemed appropriate. However, respondents were also told to refrain from using extremely high intensities, as these intensities would be hurtful to the learner. None of the three independent variables exerted appreciable influence on the frequency of use of recommended feedback. In contrast, the frequency of the use of the disallowed, hurtful feedback was markedly affected. Independent of exposure to film content, men scoring high on hostility used impulsive aggressive responses more frequently than men scoring low on that subtrait. Within the subtrait of physical aggression, however, the degree of trait manifestation proved inconsequential for impulsive aggression, but exposure to the violent film segment resulted in more frequent use of impulsive aggressive responses than exposure to the innocuous film segment.  相似文献   
74.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   
75.
本研究基于道德推脱和道德自我调节理论,以62名大学生为被试,通过实验探讨了游戏暴力合理性对个体攻击性的影响,并考察了内疚感的中介作用以及游戏经验的调节作用。结果表明:游戏经验调节了游戏暴力合理性对内疚感和攻击性的影响。对无经验的被试来说,不合理暴力条件下的内疚感显著高于合理暴力条件,攻击性显著低于合理暴力条件;而对有经验的被试来说,合理与不合理暴力条件下的内疚感和攻击性均无显著差异。同时,研究还发现了有中介的调节作用模型,内疚感在暴力合理性对攻击性的影响中发挥中介作用,而游戏经验是有中介的调节变量。  相似文献   
76.
People routinely seek out activities they believe will relieve stress. There has always been debate regarding the extent to which different activities, particularly those with aggressive content, successfully manage mood or worsen it. It is routinely believed that engaging in highly aggressive activities after becoming stressed worsens mood. However, unlike experiments, in real life people generally select activities that match their interests. In the present study, 105 university students were exposed to an acute stressor then randomized to either (a) a time filler control task; (b) to hit a bobo doll; or (c) given a choice of five different activities, some aggressive, some not. Results indicated that those who were given a choice of activities experienced the greatest reductions in stress and hostility. Furthermore, evidence did not suggest that more aggressive activities made participants more hostile, stressed, or aggressive.  相似文献   
77.
This paper describes the use of video installation as a creative means of engaging audiences in visual research. A detailed image-based overview of the project, 1247 Days on Whymark Avenue, is also presented. This interactive video installation offered viewers a level of phenomenological immersion in the compressed temporality and asynchronous dialogue captured by this visual research project. This film is part of a larger research project on the longitudinal photo-documentation of urban life (Hansen & Flynn 2015a). The project uses repeat photography to study street art and graffiti as visual dialogue.  相似文献   
78.
在心理咨询中,会遇到很多"老好人"来访者,这些老好人因不会拒绝别人而有苦难言。为更好地解决"老好人"式来访者的心理困惑,作者在交互分析理论的"人间游戏"基础上,发展并诠释了一个新的游戏——"老好人游戏"。通过对这一游戏模式的剖析,帮助咨询师充分了解"老好人"的行为模式及其背后的内心状态,对症咨询,真正实现心理咨询"助人自助"的目的。  相似文献   
79.
Abstract

Following its economic impact and rising popularity, ‘e-sports’ has become a theme within the academic debate on sports. The current discussion revolves around the definitions of sports provided by the philosophy and sociology of sports and how in turn, this can be adapted to e-sports. The premise of this article is the analysis of ‘institutionalisation’, which is claimed to be an element of modern sport. The governance and production aspects of e-sports will be the main focus where the nature of video games with their fractured production process, the lack of a monopolistic international organisation and its relative novelty will be emphasised. Furthermore, the shaky ground on which the term ‘institutionalisation’ stands will be touched on. It will conclude that the current debate on the recognition of e-sports as a sport may experience certain pitfalls if it does not solve the fundamental problems regarding institutionalisation and ignores the production process of video games and e-sports.  相似文献   
80.
The paper introduces a new model of argumentation, the Mixed Game Model, that no longer separates rule-governed competence from actual performance but starts from human beings and their ability of competence-in-performance. Human beings are able to orientate themselves in ever-changing surroundings and to negotiate diverging views in argumentative action games. Argumentation is thus described as a mixed game played by human beings according to principles of probability. These principles include constitutive, regulative and executive principles. Constitutive Principles focus on the basic components of the game, that is, action, dialogue, and coherence as the interplay of different communicative means. Regulative Principles mediate between correlated human abilities and interests. Executive Principles guide the sequencing of action according to cognitive strategies. The mixed game no longer rests on pre-established harmony but describes performance as a non-equilibrial process of negotiation that mediates between order and disorder and is based on the integration of various parameters such as rationality, reason, persuasion and emotion. How the model works is exemplified by an analysis of part of a debate in the European Parliament.  相似文献   
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