全文获取类型
收费全文 | 232篇 |
免费 | 37篇 |
国内免费 | 26篇 |
出版年
2023年 | 2篇 |
2022年 | 10篇 |
2021年 | 9篇 |
2020年 | 9篇 |
2019年 | 15篇 |
2018年 | 11篇 |
2017年 | 7篇 |
2016年 | 18篇 |
2015年 | 15篇 |
2014年 | 11篇 |
2013年 | 32篇 |
2012年 | 6篇 |
2011年 | 14篇 |
2010年 | 9篇 |
2009年 | 13篇 |
2008年 | 21篇 |
2007年 | 18篇 |
2006年 | 20篇 |
2005年 | 6篇 |
2004年 | 6篇 |
2003年 | 3篇 |
2002年 | 8篇 |
2001年 | 3篇 |
2000年 | 1篇 |
1999年 | 3篇 |
1998年 | 4篇 |
1997年 | 3篇 |
1995年 | 5篇 |
1994年 | 3篇 |
1993年 | 2篇 |
1992年 | 1篇 |
1991年 | 4篇 |
1990年 | 1篇 |
1989年 | 1篇 |
1985年 | 1篇 |
排序方式: 共有295条查询结果,搜索用时 15 毫秒
41.
信任是对他人合作行为的预期。Luhmann认为信任是简化不确定性的重要机制。合作动机高的个体有着更高的简化不确定性的需求,从而可能产生更高的信任水平。文章研究了不同合作动机下不确定性对信任的不同影响。实验在社会两难范式下采用不确定性(高、低)和合作动机(高、低)为自变量、信任为因变量的混合设计。结果显示:1.合作动机高的个体更倾向于信任对方;2.合作动机较高时,不确定性增高时个体对他人的信任也增高;合作动机较低时,不确定性增高时个体对他人的信任降低。对此的解释是:不确定性的增高造成个体简化不确定性的需求增高;合作动机高的个体会用信任来简化不确定性,而合作动机低的个体会用不信任来简化不确定性;因此在不确定性增高的情况下,前者对他人的信任程度增强,后者对他人的不信任程度增强。 相似文献
42.
43.
44.
Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior 总被引:1,自引:0,他引:1
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. 相似文献
45.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。 相似文献
46.
为了对新型农村合作医疗制度创新状况进行客观、准确的测度,在汲取有关公共服务创新理论的基础上,结合新型农村合作医疗制度创新状况,探索构建新型农村合作医疗制度创新测度指标体系,以促进新型农村合作医疗绩效的提高。 相似文献
47.
张功震 《医学与哲学(人文社会医学版)》2008,29(12)
以“新乡模式”为例对商业保险公司参与承办新型农村合作医疗进行了有益的探索。对商业保险公司利益激励不足致使其参与新农舍的积极性不高,而激励不足主要是源于制度不足导致对新农合中的道德风险约束无力。探讨了对道德风险的防范措施。 相似文献
48.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(2):146-158
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc. 相似文献
49.
Patrícia Arriaga Francisco Esteves Paula Carneiro Maria Benedicta Monteiro 《Aggressive behavior》2006,32(4):358-371
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc. 相似文献
50.
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play,
and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show
that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being
pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the
sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience
in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict
enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations.
Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds. 相似文献