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271.
Complementarity games are explorative games between two players. The deterministic rules of the game are known to both players. The first player freely chooses among a finite number of states of the game but tells nobody of this decision. The second player accesses the game only by primitive, symbolic input‐output interfaces. The task of the second player is to find out the unknown state by input‐output experiments. The logic resulting from this scenario resembles‐ quantum logic in many aspects. It is the empirical logic of choice for virtual realities.  相似文献   
272.
This study evaluated the clinical significance of measuring between session parental adherence on child and parent outcomes for 51 children (age 4 to 8.5 years) with attention deficit/hyperactivity disorder (ADHD) in a multimodal group training program. Three group treatment conditions: (a) child-only treatment (C1), (c) child and parent training (C2), and (c) C2 + Parent Adherence Measure [PAM (C3)] were compared to assess the clinical significance of measuring parental adherence on child behavioral problems, socialization skills, and parental efficacy. Parents administered the PAM (C3) displayed, in general, better outcomes on child and parent measures than the other two conditions. Results suggest that a multimodal group training program for young children with ADHD is favorable to child group training only. This study offers preliminary support for the clinical utility of measuring parental adherence in a child ADHD multimodal group training program.  相似文献   
273.
The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self‐determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults’ vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults.  相似文献   
274.
In his 2018 AJP paper, Shlomo Cohen hints that deception could be a distinct subset of manipulation. We pursue this thought further, but by arguing that Cohen’s accounts of deception and manipulation are incorrect. Deception under uncertainty need not involve adding false premises to the victim’s reasoning but it must involve manipulating her response, and cases of manipulation that do not interfere with the victim’s reasoning, but rather utilize it, also exist. Therefore, deception under uncertainty must be constituted by covert manipulation.  相似文献   
275.

We present a programmatic line of experimental studies which focus on the how and when of tacit coordination (i.e., the phenomenon that people can successfully coordinate their decisions without communication). We investigated this phenomenon using different types of economic games (i.e., social dilemmas as well as coordination games). Our studies broadly cover three themes: (a) fairness as a coordination rule, (b) uncertainty and common understanding, (c) social information as a cue. By focusing on these themes we have obtained several new insights on the prerequisites and boundary conditions of tacit coordination. We conclude that tacit coordination is often facilitated by mutual adherence to social norms (e.g., fairness rules, rules of deference, etcetera), but that in order to employ such norms people need sufficient environmental and/or social information.  相似文献   
276.
In mixed‐motive games, people must choose between acting upon selfish interests and concerns for others. Yet, the consistency of people's behaviour across these various games is still unclear. If the same conflict between self and others is at the core of all mixed‐motive situations, three hypotheses can be stated: (1) behaviours in different mixed‐motive games should be substantially related; (2) all these games should substantially appeal to dispositional variables that probe in the psychological conflict between self and others; and (3) these dispositional variables should explain the shared variance among various games. These hypotheses were tested among undergraduate students (N = 219) who played seven different single‐shot mixed‐motive games and one sequential game. Social Value Orientation and the ideological attitudes Social Dominance Orientation and Right‐Wing Authoritarianism were included as dispositions. Our findings, however, showed evidence that did not fully substantiate our hypotheses, which calls into question the general idea that all mixed‐motive games render the conflict between selfish interests and concern for others salient. In the discussion, we focus on implications for research on mixed‐motive situations and elaborate on the role of ideology in this domain. Copyright © 2015 European Association of Personality Psychology  相似文献   
277.
278.
伙伴选择是指个体根据其他个体能否给自己带来获益而选择或拒绝与他们建立伙伴关系的行为。伙伴选择对合作行为具有非常重要的影响, 表现为:个体只要有离开或自主选择伙伴的机会即可促进合作; 若能了解到伙伴的行为或特质层面的信息, 则可以进一步促进合作。基于目前研究, 伙伴选择主要可能通过4种具体机制促进合作行为, 即离开或拒斥的惩罚机制, 寻求合作者的奖赏机制, 分类匹配机制以及生物市场中的竞争机制。未来还需要从厘清伙伴选择的概念, 提升研究的生态效度, 深入探索其促进合作的内在机制, 尝试用伙伴选择解决伙伴控制条件下的合作问题, 以及探索中国文化背景下的伙伴选择与合作等方面开展进一步研究。  相似文献   
279.
Digit ratios (2D:4D) contain information concerning an individual’s propensity towards aggression. Our study adds the first clue to better understanding the relationship between 2D:4D and exposure to aggressive contents in entertainment products. Our findings suggest that individuals with low 2D:4D prefer aggressive contents such as action films, sports telecast, killing and achieving games, hip-hop music, and erotic video clips rather than do individuals with high 2D:4D. Also individuals with low 2D:4D tend to demonstrate less preference for romance films than individuals with high 2D:4D. In addition, we found that low 2D:4D was associated with a preference for sports instead of other genres of entertainment products. Therefore, 2D:4D (a putative correlate of prenatal sex steroids) helps us to better understand the rationale of individuals’ preferences for media violence.  相似文献   
280.
ABSTRACT

Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006 Buckley, K. E. and Anderson, C. A. 2006. “A theoretical model of the effects and consequences of playing video games”. In Playing video games: Motives, responses, and consequences, Edited by: Vorderer, P. and Bryant, J. 363378. Mahwah, NJ: Lawrence Erlbaum Associates.  [Google Scholar]) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.  相似文献   
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