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21.
Research has found that exposition to red is associated with physiological activation and fighting spirit. A field experiment was conducted to explore whether the color of cars is related to an aggressive response. Drivers waiting at a traffic light were blocked by an experimental car. The color of the car varied (blue, red, green, black, and white). The amount of time that elapsed until the drivers responded by honking their horns or beaming their headlights was the dependent variable. It was found that the red car elicited early aggressive response.  相似文献   
22.
Griffin and Tversky (1992) explain evidence of individual over- and underconfidence as resulting from attending too much to the strength (i.e., extremity) of information and not enough to the weight (i.e., statistical reliability) of information. We report two experiments that demonstrate how information strength and weight affect confidence, trading, prices, and wealth in laboratory markets. Our results indicate that information strength and weight affect individual over- and underconfidence and that market participants lack sufficient self-insight to avoid trading when they are biased. As a consequence, market prices are biased, and market participants with high-strength, low-weight information systematically transfer wealth to participants with low-strength, high-weight information.  相似文献   
23.
The present study investigated differences in processing times between positive and negative outcomes to an aggressive reaction to provocation. The effects of outcome, sex, trait aggressiveness and current mood on subsequent subject‐generated material were also examined. Fifty subjects read stories line by line on a computer screen. Reading time for the key sentence describing a positive or negative outcome to an aggressive reaction to provocation was recorded and subjects wrote a continuing sentence to half the stories. Subjects took less time to process the negative outcome. The positive outcome resulted in more subject‐generated aggression than the negative outcome. There were few sex differences but men wrote more aggressive endings than women for the stories containing physical aggression. Trait aggressiveness was correlated with producing more aggressive content in the continuing sentence for both outcomes. Feeling peaceful was correlated with producing prosocial material to neutral stories. Subjects therefore expect a negative outcome to aggressive behaviour. Reading stories which present a positive outcome to aggression increases the accessibility of aggressive cognitions. Subjects high in trait aggressiveness are not inhibited by a negative outcome. Aggr. Behav. 30:284–297, 2004. © 2004 Wiley‐Liss, Inc.  相似文献   
24.
以黑白线条人物画为实验材料,采用Eyelinkll型眼动仪,对14名大学生观看攻击者、被攻击者以及中性人物图片的眼动指标进行分析.研究结果发现:(1)被试观看攻击者和被攻击者的平均瞳孔大小显著大于观看中性人物时的平均瞳孔大小;(2)被试注视攻击者的时间显著高于注视中性人物和被攻击者的时间;(3)被试对攻击者的凝视次数,显著高于对中性人物和被攻击者的凝视次数.本研究的结果表明,个体对攻击性材料具有自动化的偏好.  相似文献   
25.
The present data indicate that the opening of preorbital glands plays an important role in interindividual interactions in red deer of both sexes. The opening of the preorbital gland seems associated with situations of higher social tension and it probably increases the intensity of expression of a threat. The possible uses of preorbital gland opening during agonistic and in precopulatory encounters are discussed.  相似文献   
26.
Cohabitation with a pregnant cagemate tends to stimulate aggression of a pregnant mouse as well as a nonpregnant (but mated) female resident mouse toward male intruders [Buhot-Averseng and Goyens, 1981]. An illustration of these results provided by three measures of aggressiveness is proposed, using a new type of simple geometric graph. These graphs allow an easy comparison between the measures used and between the different experimental groups with regard to both of the following factors: (1) mating and pregnancy in the subject, and (2) presence and pregnancy of a cagemate.  相似文献   
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28.
网络游戏成瘾者的内隐攻击性研究   总被引:2,自引:2,他引:0  
本研究通过IAT对网络游戏成瘾者的内隐攻击性进行了研究。研究表明:(1)与非网络游戏成瘾者相比,网络游戏成瘾者持有自我攻击性信念和对攻击性的更为积极的内隐态度;(2)网络游戏成瘾者与非网络游戏成瘾者在外显攻击性上没有表现出显著差异。  相似文献   
29.
We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety‐six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal—as indicated by heart rate and skin conductance—were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self‐concept. Playing a violent game produced a significant increase in implicit aggressive self‐concept relative to playing a peaceful game. The well‐controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social–cognitive theory into aggression research and stress the need for further development of aggression‐related implicit measures. Aggr. Behav. 36:1–13, 2010. © 2009 Wiley‐Liss, Inc.  相似文献   
30.
This study focuses on outpatient behavioral management of oppositional‐defiant teenagers that engage in aggressive behaviors. Sixteen subjects, 13 male and three female, are followed through an alternating treatment, single case design, ABCD: baseline; cognitive therapy coupled with the REST (Real Economy System for Teens) program for parental outpatient behavioral management; combined cognitive, REST, and response cost; and finally REST with response cost to control aggressive behaviors. The response cost was designed to control aggression. Response cost involved the parents identifying seven reinforcers, objects, and activities that are important to the teen. They are rank ordered, with item one being most important and item seven being least important. An aggressive act means the loss of an item for 1 year, beginning with item seven and progressing upward. This study finds that aggressive behaviors do not decrease with cognitive therapy and the REST program. When the more stringent response cost program is implemented in addition to the cognitive and REST techniques, the acts of aggression do respond to treatment. Thus, it is concluded that adding a stringent parent management response cost program offers a tool therapists can use in treating aggressive, oppositional‐defiant teenagers on an outpatient basis without the need for hospitalization. Aggr. Behav. 25:321–330, 1999. © 1999 Wiley‐Liss, Inc.  相似文献   
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