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471.
It has been argued that to increase societal impact behavioral researchers must do more to address problems of obvious practical importance. The basic science wing of behavior analysis has been described as especially detached from this goal, but is it really necessary that basic science demonstrate social relevance? If so, why hasn''t this occurred more often, and what can be done to improve the status quo? To address these questions and to stimulate discussion about the future of basic behavior science, I describe two widely embraced arguments in favor of pure basic science (that which is undertaken without concern for practical applications); explain why a translational research agenda is likely to better recruit tangible support for basic science; propose that addressing practical problems does not require basic science to abandon its focus on fundamental principles; and identify some possible impediments to translational innovation that may need to be addressed for basic behavior science to increase its translational footprint.  相似文献   
472.
It has been widely demonstrated that the differential outcomes procedure (DOP) facilitates both the learning of conditional relationships and the memory for the conditional stimuli in animal subjects. For conditional discriminations in humans, the DOP also produces an increase in the speed of acquisition and/or final accuracy. However, the potential facilitative effects of differential outcomes in human memory have not been fully assessed. In the present study, we aimed to test whether this procedure improves performance on a recognition memory task in healthy adults. Participants showed significantly better delayed face recognition when differential outcomes were used. This novel finding is discussed in the light of other studies on the differential outcomes effect (DOE) in both animals and humans, and implications for future research are presented.  相似文献   
473.
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   
474.
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   
475.
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   
476.
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   
477.
The ability of parties to not only reflect, but actually shape, citizens' preferences on policy issues has been long debated, as it corresponds to a fundamental prediction of classic party identification theory. While most research draws on data from the United States or studies of low-salience issues, we exploit the unique opportunity presented by the 2013 Italian election, with the four major parties of a clear multiparty setting holding distinct positions on crucial issues of the campaign. Based on an experimental design, we test the impact of party cues on citizens' preferences on high-salience issues. The results are surprising: Despite a party system in flux (with relevant new parties) and a weakening of traditional party identities, we find large, significant partisan-cueing effects in all the three experimental issues, and for voters of all the major Italian parties—both old and new, governmental and opposition, ideologically clear or ambiguous.  相似文献   
478.
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   
479.
ABSTRACT

The past ten years have seen multiple attempts to estimate the relation between the global personality trait extraversion and compatibilist free will judgments. Here, we contribute to that line of research by conducting a meta-analysis of 17 published and eight unpublished studies (N = 2,811) estimating that relation. Overall, the mean effect size was modest but remarkably robust across materials, locations, and labs (z = .19, 95% CI .15-.24, p < .001). No significant publication bias was detected in the studies (t (23) = 1.88, p = .07). While there was no significant heterogeneity in the studies (Q (24) = 34.42, p = .08, I2 = 26.05), a moderator analysis suggested that the effect is strongest in cases that contain highly affective actions (e.g., murder) (z = .22, 95% CI .17-.28, p < .001) and weakest in cases that contain actions with low affect (e.g., asking whether free will is compatible with determinism) (z = .09, 95% CI -.05-.23, p = .22). The meta-analysis provides additional evidence that extraversion is related to compatibilist free will judgments and helps to identify opportunities to discover boundary conditions and more proximal causal mechanisms for the relation. The results of the meta-analysis also have implications for informed decision making.  相似文献   
480.
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