首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   188篇
  免费   28篇
  国内免费   12篇
  228篇
  2023年   3篇
  2022年   3篇
  2021年   5篇
  2020年   8篇
  2019年   12篇
  2018年   10篇
  2017年   5篇
  2016年   15篇
  2015年   13篇
  2014年   13篇
  2013年   28篇
  2012年   8篇
  2011年   14篇
  2010年   5篇
  2009年   12篇
  2008年   10篇
  2007年   13篇
  2006年   14篇
  2005年   4篇
  2004年   5篇
  2003年   6篇
  2002年   4篇
  2001年   2篇
  1999年   3篇
  1998年   3篇
  1997年   1篇
  1995年   3篇
  1994年   2篇
  1993年   1篇
  1991年   1篇
  1990年   2篇
排序方式: 共有228条查询结果,搜索用时 15 毫秒
101.
本研究采用游戏使用习惯问卷筛选暴力电子游戏玩家和对照组被试各24名,利用线索探测范式,探讨了暴力电子游戏玩家对攻击性图片的注意偏向机制。结果发现:(1)与对照组相比,暴力电子游戏玩家对攻击性图片线索下探测目标诱发的P1潜伏期提前;(2)暴力电子游戏玩家表现出特定的脑电模式:N1潜伏期延长,P2波幅减小,P300波幅降低;(3)线索的有效性效应表现在早期ERP成分(P1)中。结果表明,暴力电子游戏玩家对攻击性图片表现出注意偏向,其脑电模式揭示暴力电子游戏对玩家的认知功能有消极影响。  相似文献   
102.
Green CS  Bavelier D 《Cognition》2006,101(1):217-245
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.  相似文献   
103.
104.
ObjectivesThe purpose of this study was to investigate the influence of sociocultural factors on Chinese Olympic sport psychology services.Design and methodsFifteen sport psychology consultants (SPCs), who served Chinese national teams for the 2008 Beijing Olympic Games, participated in this study after the Olympics. Semi-structured interviews were conducted within three months of the closing of the Olympics, followed by a hybrid approach to inductive and deductive thematic analyses.ResultsTwo general dimensions of sociocultural influence on Chinese Olympic sport psychology services were identified: (a) the Whole-Nation System and (b) Chinese cultural characteristics. They consisted of eight higher order themes, which comprised 26 lower order themes. This study revealed that Chinese sport psychology services were enhanced by recognizing the features of the Whole-Nation System (e.g., resource centralization and top-down management) and the successful blending of these features with Chinese cultural characteristics (e.g., holistic thinking style, keeping face and interpersonal order) into the psychological service.ConclusionsSociocultural factors had a marked influence on Chinese Olympic sport psychology services, which enabled Chinese SPCs to provide a culturally competent service (e.g., prioritizing collective interests, respecting the authority of administrative officials and coaches, and keeping face with others) for the Beijing Olympic Games.  相似文献   
105.
From children's schoolyard play to executives' boardroom negotiations, competitive and bargaining interactions are common to everyday life. Sometimes, the interacting parties are socially close and sometimes not. In this research, we examine how friendship influences memory for actions in such interactions. Dyads consisting of either friends or strangers played a competitive card game (Study 1) or the ultimatum game (Studies 2 and 4) and then recalled the interaction. We find that participants remembered friends' play as more competitive (Study 1) and less generous (Studies 2 and 4) than strangers' play, even when friends' actual play was more generous than that of strangers (Studies 2 and 4). Friendship did not affect recall for one's own play. In a workplace setting, Study 3 reveals people expect more of work colleagues who are friends than of work colleagues who are acquaintances. Study 4 tests our complete model and shows that people expect more of friends than of strangers and that this difference in expectations explains the less favorable memory for friend's actions. Our findings are consistent with a negative disconfirmation account whereby people expect their friends to be less competitive and more generous, and when these expectations are violated, people remember friends' actions more negatively than they actually were. Much research shows positive effects of friendship norms on actual behavior. We demonstrate a negative effect on people's memory of friends' behavior in competitive and bargaining social interactions. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
106.
107.
In behavioral control, contextual information is used alongside incoming sensory inputs to reduce uncertainties about the unfolding situation. However, our understanding of this weighting process is limited; particularly regarding the applied question of whether individuals should be provided with information or whether they should rather generate it by themselves. We thus compared the provision of more or less valid (i.e., “true”) contextual information with a self-generation condition by examining the performance of elite and near-elite youth handball players (N = 30 + 27) in a virtual-reality defensive task. We measured response correctness, positioning as a function of the teammates’ defensive behaviors and the degree to which the experimentally induced patterns in the teammates’ strengths were detected. The results show that providing individuals with uncertain information neither enhances nor harms performance decisively. However, valid information enhances performance in congruent situations while degrading performance in incongruent situations, more pronouncedly in elite than in near-elite players. Consequently, individuals should be provided with explicit contextual information only if (i) their expertise level is not adequate enough to rely on self-generation, (ii) the situation-specific knowledge base cannot be sufficiently self-generated, and (iii) the instructor is sufficiently certain that the explicit information actually meets the upcoming situation.  相似文献   
108.
A specific empirical finding in the buyer–seller literature – initially discovered by Moorman, Zaltman, and Deshpande and subsequently replicated by Grayson and Ambler – still suffers from incomplete explanation. In business-to-business marketing, why do some long-term buyers appear to trust their providers a great deal but not use the service provided? This research endeavours to more fully explain this ‘dark side’ of relationship selling by integrating work on the economic theory of entrenchment with Dwyer, Schurr, and Oh's seminal buyer–seller framework. The result is a modified conceptual model of the buyer–seller exchange in which potential seller entrenchment follows Dwyer et al.'s courting and commitment stages. Motivated by Dwyer et al.'s urging to examine their model using a negotiation lens, this research then borrows two contrasting orientations from the negotiation literature and offers propositions regarding how buyers and sellers interact at each stage of the exchange. In addition to enriching understanding of how buyers and sellers negotiate in the courting and commitment stages, this research is the first to offer insight into how both sides might negotiate when faced with seller entrenchment.  相似文献   
109.
Risk perception and distribution of visual attention while driving are crucial elements for accident prevention and new-driver improvement. This study investigates how racing videogames could shape the visual exploration of virtual and real road in male pre-drivers. The visual performance of players of racing video games with and without driver’s license was tested in virtual vs. real scenarios. Attention to specific elements of different types of road interactions was monitored using an eye-tracking system. Results showed that habitual use of racing video games was not found to foster a positive effect on users’ distribution of visual attention, supporting visual patterns typical of novice drivers. Gamers without driving experience replicated the same patterns in a real road scenario, ignoring road signs and potential areas of interactions with other drivers, while experienced drivers gamers explored video games roads like real roads. The fact that the gamers’ driving performance was not comparable to drivers in the virtual scenario suggests that there are other variables in the gameplay that create a less complex traffic scene, still the visual complexity of different real road interactions is kept in video game interactions, opening new perspectives towards gamers’ visual exploration of the road.  相似文献   
110.
ObjectivesThe possibility that home teams might choke in decisive games of championship series was first proposed by Baumeister and Steinhilber in 1984. Their hypothesis was that when the home team was on the verge of winning a championship, it tended to choke. As a result, the home advantage would be smaller in last games than in early games of the same series. The present paper updates the original data for baseball and basketball to 2012 and adds a parallel study of ice hockey.Design/MethodThe analysis compares home win percentage early in a championship series with home advantage in the regular season. Its main focus, however, is on the games in a championship series between the early and late games.ResultsThe first of two main results is that in all three sports the percentage of home wins in Game 1 of a championship series is substantially higher than home advantage in the same sport in the regular season. The second result is that, while the tendency for percent home wins to decrease regularly over the course of a best-of-seven series is confirmed in all three sports, this decrease is complete or almost complete by Game 4, well before the home choke, according to Baumeister and Steinhilber, is supposed to occur.ConclusionThe home-choke hypothesis as originally advanced in 1984 is not supported by subsequent results and analysis.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号