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111.
以946名大学生为被试进行问卷调查,探讨暴力视频游戏接触对大学生网络攻击行为的影响机制。结果表明:(1) 暴力视频游戏接触正向预测大学生网络攻击行为;(2) 特质愤怒在大学生暴力视频游戏接触与其网络攻击行为及暴力态度的关系中均具有调节作用;(3) 暴力态度不仅部分中介了大学生暴力视频游戏接触对其网络攻击行为的影响,而且部分中介了特质愤怒与暴力视频游戏接触的交互作用对大学生网络攻击行为的影响。 相似文献
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Emily Collins Jonathan FreemanTomas Chamarro-Premuzic 《Personality and individual differences》2012,52(2):133-138
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use. 相似文献
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Ketti Mazzocco Anna Maria Cherubini Paolo Cherubini 《Organizational behavior and human decision processes》2013
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly attributed to bounded individual rationality. However, this difficulty has also been attributed to problems in adequately representing the beliefs, actions, and goals of other agents involved in the games. In four experiments, we observed similar difficulties in iterative reasoning in a variety of puzzles and games that did not involve social interactions with other agents, where they can only be caused by individual cognitive boundaries. Our findings are consistent with the hypothesis that an intrinsic difficulty in iterative reasoning originates from a tendency not to revise our initial mental representation of a problem in light of the initial conclusions that it implies. 相似文献
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Marina Cujzek 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2017,24(6):631-648
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy. 相似文献
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第三方干预(third-party intervention)是一种重要的利他行为,它包括惩罚和补偿两种措施。本研究结合情境性问卷与实验法,采用修改后的独裁者博弈范式(Dictator Game,DG),让被试作为第三方对朋友或者陌生人的不公平行为进行干预,考察社会距离对第三方干预的影响。研究发现:(1)对于朋友提出的不公平方案,个体对其的惩罚轻于陌生人,而对第二方(无权者)的补偿没有显著差异。(2)个体对朋友的不公平提议的公平性判断高于陌生人,但提议引发的情绪体验没有显著差异。上述结果表明,社会距离可能通过影响个体对不公平行为的公平感知,进而影响其第三方干预行为。 相似文献
119.
Should Versus Want: On the Relative Contribution of Injunctive Norms and Preferences on Trust Decisions 下载免费PDF全文
Despite much research on the determinants of trust among strangers, its mechanisms are understood only rudimentarily. Recently, it has been proposed that people trust strangers because they believe they should, thus complying with an injunctive norm even if it conflicts with their preferences. However, given the boldness of this claim and in light of independent arguments and earlier findings that suggest otherwise, the hypothesis requires critical scrutiny. Thus, we tested whether the decision to trust (in the trust game) is indeed more strongly driven by what people think they should entrust rather than what they want to entrust in two studies. We consistently found a stronger influence of “want” than of “should” on trust decisions even when controlling for the fairness aspect inherent in the trust game. Thus, our findings speak against a predominant role of injunctive norms for trust behavior and confirm that the latter is mostly driven by preferences. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
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In social dilemma situations, individuals benefit from uncooperative behaviour while exploiting resources of the collective. One prominent solution to prevent uncooperative behaviour and to increase cooperation is to establish a sanction system in that private resources are invested by individuals to punish uncooperative interaction partners. The present review is intended to provide an overview concerning motivational determinants of punishment in social dilemma situations. Specifically, we (a) outline that fairness concerns and revenge motivate individuals to punish uncooperative other individuals, (b) show that this is done especially when they possess the basic motivational orientation of a prevention focus. We (c) illustrate that individuals do not punish to acquire a good reputation in the eyes of others, and (d) elaborate on whether individuals punish to regulate satisfaction. Finally, we present empirically neglected motivational factors in studies on punishment in social dilemmas and discuss limitations and possible future directions in this field of research. 相似文献