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71.
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
72.
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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75.
Arnaud Tognetti Valerie Durand Dimitri Dubois Melissa Barkat-Defradas Astrid Hopfensitz Camille Ferdenzi 《British journal of psychology (London, England : 1953)》2022,113(2):531-546
Several physical features influence the perception of how cooperative a potential partner is. While previous work focused on face and voice, it remains unknown whether body odours influence judgements of cooperativeness and if odour-based judgements are accurate. Here, we first collected axillary odours of cooperative and uncooperative male donors through a public good game and used them as olfactory stimuli in a series of tasks examining whether and how they influence cooperative decision-making in an incentivized economic game and ratings of cooperativeness. Our results show that having access to the donor's body odours provided a strategic advantage to women during economic decisions (but not to men): with age, women were more likely to cooperate with cooperative men and to avoid interacting with uncooperative men. Ratings of cooperativeness were nonetheless unrelated to the donors’ actual cooperativeness. Finally, while men with masculine and intense body odours were judged less cooperative, we found no evidence that donors’ actual cooperativeness was associated with less masculine or less intense body odour. Overall, our findings suggest that, as faces and voices, body odours influence perceived cooperativeness and might be used accurately and in a non-aware manner as olfactory cues of cooperativeness, at least by women. 相似文献
76.
Almost all admit that there is beauty in the natural world. Many suspect that such beauty is more than an adornment of nature. Few in our contemporary world suggest that this beauty is an empirical principle of the natural world itself and instead relegate beauty to the eye and mind of the beholder. Guided by theological and scientific insight, the authors propose that such exclusion is no longer tenable, at least in the data of modern biology and in our view of the natural world in general. More important, we believe an empirical aesthetics exists that can help guide experimental design and development of computational models in biology. Moreover, because theology and science can both contribute toward and equally profit from such an aesthetics, we propose that this empirical aesthetics provides the foundation for a living synergy between theology and science. 相似文献
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Students chose between two allocation options, one that gave the allocator more and another participant still more (the “optimal” choice) and one which gave the allocator less and the other participant still less (the “competitive” choice). In a within‐subjects design, students' behavior patterns were significantly correlated across the two rounds of decision‐making; however, students allocated more optimally when the allocation involved real rather than hypothetical money, suggesting that both motivational context and individuals' personality and/or experience influence preference patterns. The nature of the putative other participant did not affect the allocation: students allocated in a comparable fashion whether the other participant was said to be male, female, or a computer. 相似文献
79.
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley‐Liss, Inc. 相似文献
80.
Jennifer J. McComas Dana Wagner Melissa Coolong Chaffin Erin Holton Mimi McDonnell Emily Monn 《Journal of Behavioral Education》2009,18(1):56-70
Brief experimental analyses (BEA) have been used to identify effective individualized interventions for improving reading
fluency with school-age children. Interventions involving incentives, modeling, repeated reading, and error correction are
most often tested in a BEA. However, these interventions are rarely modified according to individual student needs. The current
study examined the effects of varied levels of modeling (passage, sentence, word) and varied contingencies (tracking and fluency)
on fluency in non-treated high-word overlap passages and general outcome measure passages. BEA-identified interventions were
effective for improving reading fluency on non-treated passages for both second grade students and the third grade student.
Notably, the effects reversed when intervention was withdrawn with one of the second grade students. Results are discussed
in terms of considerations in the application of BEA technology in the schools. 相似文献