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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.
选取幼儿园大、中、小12个自然班,共317名幼儿为被试,进行为期四周的观点采择合作认知故事及游戏形式的合作行为训练。结果表明:①合作认知故事及游戏形式的合作行为训练,对提高学前儿童合作认知及合作行为水平影响显著,两者结合的训练方式最有效。②合作认知故事的培养训练对不同年龄儿童合作认知水平的提高影响显著;合作游戏训练对中班儿童合作水平的提高影响显著。③合作认知及合作行为训练的性别差异不显著。  相似文献   
43.
魏华  周宗奎  牛更枫  何灿 《心理科学》2014,37(2):420-424
网络游戏具有巨大的经济前景和良好的发展态势,国内外很多企业都投入大量资金来开发网络游戏。面对激烈的市场竞争,如何吸引和留住游戏玩家,提高他们的忠诚度,是网络游戏开发商所面临的一个重要问题。本文采用问卷调查法,考察了网络游戏中的定制、角色依恋对网络游戏忠诚度的影响。结果表明:(1)网络游戏定制、角色依恋和忠诚度两两之间呈显著正相关。(2)网络游戏定制对网络游戏忠诚度没有直接影响,而是通过角色依恋的完全中介作用对网络游戏忠诚度产生影响。  相似文献   
44.
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.
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.
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.
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.
The Motivational Pull of Video Games: A Self-Determination Theory Approach   总被引:1,自引:0,他引:1  
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   
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