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281.
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   
282.
游戏促进幼儿自尊的实验研究   总被引:3,自引:0,他引:3  
本研究设计五种游戏类型,并通过教育现场实验促进幼儿自尊发展。结果表明:1.游戏促进了幼儿自尊的发展。2.不同年龄幼儿获得自尊的典型游戏类型不同,促进幼儿自尊发展的典型游戏:小班为生活游戏、体育游戏,中班为美工游戏、体育游戏,大班为智力游戏和角色游戏。  相似文献   
283.
Cooperation requires a tendency for fairness (versus exploitation) and for forgiveness (versus retaliation). Exactly these tendencies are distinguished in the HEXACO model of personality, which attributes the former to Honesty-Humility (HH) and the latter to Agreeableness (AG). However, empirical dissociations between these basic traits have primarily supported the substantial and unique role of HH, whereas the picture for AG has remained somewhat inconclusive. To overcome limitations of prior studies, we introduce an economic paradigm, the Uncostly Retaliation Game, to more conclusively test the unique role of AG for forgiveness versus retaliation. In two fully incentivized experiments, we found that AG (and not HH) indeed negatively predicts retaliation decisions in the face of prior exploitation. Furthermore, the results confirm that the paradigm provides a more direct measure of retaliation (beyond individual payoff-concerns and social preferences such as inequality aversion) than previous measures and that it may thus serve future investigations into the reactive aspect of cooperation.  相似文献   
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The current study used an mTURK sample to determine if there is a relation between video game preferences and career interests. Previous research has found that individual (e.g., personality) differences influence gaming preferences (Zammitto, 2001) and we sought to extend these findings to the domain of career interests. In addition, we examined the potential moderating role of gender. Since researchers have found that gender disparities in spatial attention can be reduced by playing certain types of video games (Feng, Spence, & Pratt, 2007), and it has been demonstrated that spatial ability is an important predictor of success in careers where women are typically underrepresented (Blickenstaff, 2005), we predicted that women with a preference for these types of games (versus a general preference) may have more interest in these careers. We found that gaming motivations were differentially associated with career interests. In addition, gender was found to significantly moderate a number of these relations, such that the association between gaming tendencies and career interests was stronger for women than for men. Findings from the current study should help guide future research that aims to increase the representation of women in STEM careers.  相似文献   
286.
Greed is a variable which might explain and predict a range of real-life criteria. Although often consulted as explanation in the public media, related scientific research has only recently begun. We approached greed from a personality psychology perspective regarding its nomological net and the prediction of theoretically related criteria. We found that a wide array of indicators, including behavior in economic games and risk games, as well as self-reported money investment and aimed at income, can be meaningfully predicted by dispositional greed, over and above the Big Five. Additionally, we found that dispositional greed is substantially related to psychopathy. According to our results, dispositional greed is an important variable which might explain unique variance with regard to theoretically related behaviors.  相似文献   
287.
使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。  相似文献   
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ABSTRACT

In the only two articles on the topic of which I am aware, Chad Carlson and Scott Aikin have leveled three objections against fantasy sports—namely, that participation in fantasy sports elicits (1) a distortion of the virtue of loyalty, (2) an ethically problematic failure of understanding, either of morally valuable parts of games and/or of games as coherent wholes, and (3) a failure to respect the game in that participants desire to see play that is good for their fantasy team rather than play that makes for a good game. This paper defends fantasy sports against those objections. I argue that once the ethical values underlying objections (1) and (2) are identified and plausibly interpreted, we see that fantasy sports pose no threat to those values, but rather provide participants with an alternative, and in some cases superior, means of realizing the relevant values. Participation in fantasy sports is in unavoidable tension with the obligation at work in objection (3), but that obligation is so weak that its failure is easily compensated for by the realization of an ethical value that is central to fantasy sports, yet has been overlooked by both critics—namely, human flourishing in the form of the emotional and intellectual virtues which fantasy sports challenge participants to develop and display.  相似文献   
290.
ABSTRACT

Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I will show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.  相似文献   
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