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21.
We investigate altruism in the context of the economic dictator game experiment where subjects are presented with different persons who can be classified as kin, collaborator, competitor and neutral based on their similarity/relationship to the subject. The classification is based on the role others play in facilitating or impeding an individual’s access to resources needed for reproductive success. The role of the Big Five personality traits in giving to the different target persons is examined. We find that kin are treated most generously, followed by collaborators, neutrals, and competitors. Personality has no effect on giving to kin, but a significant effect on giving to collaborator, neutral and competitor. We also find non-linear relationships between personality and giving.  相似文献   
22.
I study experimentally a single‐shot trust game where players have the opportunity to choose an avatar—a computer‐generated face—to represent them. These avatars vary on several dimensions—trustworthiness, dominance, and threat—identified by previous work as influencing perceptions of those who view the faces (Todorov, Said, Engell, & Oosterhof, 2008). I take this previous work and ask whether subjects choose faces that are ex ante more trustworthy, whether selected avatars have an influence on strategy choices, and whether individuals who evaluate faces as more trustworthy are also more likely to trust others. Results indicate affirmative answers to all three questions. Additional experimental sessions used randomly assigned avatars. This design allows me to compare behavior when everyone knows avatars are self‐selected versus when everyone knows they are randomly assigned. Random assignment eliminated all three effects observed when subjects chose their avatars.  相似文献   
23.
Self‐control is a powerful tool that promotes goal pursuit by helping individuals curb personal desires, follow norms, and adopt rational thinking. In interdependent social contexts, the socially acceptable (i.e. normative) and rational approach to secure long‐term goals is prosocial behaviour. Consistent with that, much research associates self‐control with prosociality. The present research demonstrates that when norm salience is reduced (i.e. social relations are no longer interdependent), high self‐control leads to more selfish behaviour when it is economically rational. In three studies, participants were asked to allocate an endowment between themselves and another person (one‐round, zero‐sum version of the dictator game), facing a conflict between a socially normative and an economically rational approach. Across the studies, norm salience was manipulated [through manipulation of social context (private/public; Studies 1 and 2), measurement of social desirability (Studies 1 and 3), and measurement (Study 2) and manipulation (Study 3) of social power] such that some participants experienced low normative pressure. Findings showed that among individuals in a low normative pressure context, self‐control led to economically rational, yet selfish, behaviour. The findings highlight the role of self‐control in regulating behaviour so as to maximize situational adaptation. Copyright © 2014 European Association of Personality Psychology  相似文献   
24.
袁博  张振  沈英伦  黄亮  李颖  王益文 《心理科学》2014,37(4):962-967
采用Chicken Game博弈任务,考察了不同社会价值取向个体(亲社会者与亲自我者)在面对不同社会距离的博弈对手(朋友和陌生人)时表现出的合作与冲突行为。研究结果发现:(1)社会价值取向与社会距离交互影响个体的合作与冲突行为;(2)社会价值取向影响选择策略的反应时,亲社会者选择合作的反应时长于选择冲突的反应时,亲自我者选择合作与选择冲突的反应时没有显著差异;(3)无论对亲社会者还是亲自我者,反馈类型都显著影响个体的合作与冲突行为的选择率以及随后决策的反应时。上述结果表明,个体的合作或冲突行为,并非单一地受到社会价值取向的影响,更可能是受到个人因素(社会价值取向)与其他社会因素(比如,社会距离)的共同调节,并且在这一过程中个体会根据决策后反馈信息不断的调整自己的行为策略。  相似文献   
25.
Prosocial behaviour towards unrelated others is communally beneficial but can be individually costly. The emotion of gratitude mitigates this cost by encouraging direct as well as “upstream” reciprocity, thereby facilitating cooperation. A widely used method for measuring trait gratitude is the Gratitude Questionnaire (GQ6) [McCullough, M., Emmons, R., &; Tsang, J. (2002). The grateful disposition: A conceptual and empirical topography. Journal of Personality and Social Psychology, 82, 112–127. Retrieved from https://doi.org/10.1037/0022-3514.82.1.112]. Here we undertake an assessment of the external validity of the GQ6 by examining its relationship with two incentivized economic games that serve as face valid indices of generosity and reciprocity. In two studies (total N?=?501) we find that trait gratitude as measured by the GQ6 predicts greater donations in a charity donation task as well as greater transfers and returns in an incentivized trust game. These results support the hypothesis that individuals with higher trait gratitude are more generous and trusting on average, and provide initial evidence as to the predictive validity of the GQ6.  相似文献   
26.
Mixed‐motive games represent situations that confront people with a conflict between cooperative and non‐cooperative alternatives. Despite this common basis, recent research has shown that the consistency of people's choices across different mixed‐motive games is rather low. The present research examined behavioural consistency within the same mixed‐motive game, by presenting participants with a series of one‐shot Prisoner's Dilemma Games. Across this set of games, payoffs were manipulated in order to intensify or weaken the conflict between self and the other party while maintaining the game's underlying structure. Our findings indicate that significant differences in choice behaviour are observed as a function of both situational (i.e. manipulations of the Prisoner's Dilemma Game's payoff structure) and personality differences (i.e. individual differences in personality and motivational traits). Moreover, our included situational variables and personality features did not interact with each other and were about equally impactful in shaping cooperation. Crucially, however, despite the significant behavioural differences across game variants, considerable consistency in choices was found as well, which suggests that the game's motivational basis reliably impacts choice behaviour in spite of situational and personality variations. We discuss implications for theorizing on mixed‐motive situations and elaborate on the question how cooperation can be promoted. © 2018 European Association of Personality Psychology  相似文献   
27.
Learning progressions have been demarcated by some for science education, or only concerned with levels of sophistication in student thinking as determined by logical analyses of the discipline. We take the stance that learning progressions can be leveraged in mathematics education as a form of curriculum research that advances a linked understanding of students learning over time through careful articulation of a curricular framework and progression, instructional sequence, assessments, and levels of sophistication in student learning. Under this broadened conceptualization, we advance a methodology for developing and validating learning progressions, and advance several design considerations that can guide research concerned with engendering forms of mathematics learning, and curricular and instructional support for that learning. We advance a two-phase methodology of (a) research and development, and (b) testing and revision. Each phase involves iterative cycles of design and experimentation with the aim of developing a validated learning progression. In particular, we gathered empirical data to revise our hypothesized curricular framework and progression and to measure change in students. thinking over time as a means to validate both the effectiveness of our instructional sequence and of the assessments designed to capture learning. We use the context of early algebra to exemplify our approach to learning progressions in mathematics education with a focus on the concept of mathematical equivalence across Grades 3-5. The domain of work on research on learning over time is evolving; our work contributes a broadened role for learning progressions work in mathematics education research and practice.  相似文献   
28.
29.
Existing literature on the mini‐ultimatum game indicates that counterfactual comparison between chosen and unchosen alternatives is of great importance for individual's fairness consideration. However, it is still unclear how counterfactual comparison influences the electrophysiological responses to unfair chosen offers. In conjunction with event‐related potentials’ (ERPs) technique, the current study aimed to explore the issue by employing a modified version of the mini‐ultimatum game where a fixed set of two alternatives (unfair offer vs. fair alternative, unfair vs. hyperfair alternative, unfair offer vs. hyperunfair alternative) was presented before the chosen offer. The behavioral results showed that participants were more likely to accept unfair chosen offers when the unchosen alternative was hyperunfair than when the unchosen alternative was fair or hyperfair. The ERPs results showed that the feedback‐related negativity (FRN) elicited by unfair chosen offers was insensitive to the type of unchosen alternative when correcting for possible overlap with other components. In contrast, unfair chosen offers elicited larger P300 amplitudes when the unchosen alternative was hyperunfair than when the unchosen alternative was fair or hyperfair. These findings suggest that counterfactual comparison may take effect at later stages of fairness consideration as reflected by the P300.  相似文献   
30.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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