首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   251篇
  免费   65篇
  国内免费   43篇
  2024年   1篇
  2023年   6篇
  2022年   4篇
  2021年   18篇
  2020年   16篇
  2019年   21篇
  2018年   20篇
  2017年   22篇
  2016年   20篇
  2015年   17篇
  2014年   19篇
  2013年   30篇
  2012年   15篇
  2011年   19篇
  2010年   11篇
  2009年   15篇
  2008年   8篇
  2007年   15篇
  2006年   11篇
  2005年   8篇
  2004年   10篇
  2003年   12篇
  2002年   4篇
  2001年   2篇
  2000年   3篇
  1999年   3篇
  1997年   3篇
  1996年   1篇
  1995年   1篇
  1993年   1篇
  1992年   1篇
  1990年   1篇
  1989年   1篇
  1988年   1篇
  1986年   2篇
  1985年   2篇
  1984年   1篇
  1983年   1篇
  1982年   2篇
  1980年   1篇
  1978年   1篇
  1977年   5篇
  1976年   2篇
  1975年   2篇
排序方式: 共有359条查询结果,搜索用时 15 毫秒
41.
In this paper, we examined the psychometric properties of cross‐cultural validation and replicability (i.e. measurement invariance) of the Belief in a Zero‐Sum Game (BZSG) scale, measuring antagonistic belief about interpersonal relations over scarce resources. The factorial structure of the BZSG scale was investigated in student samples from 36 countries (N = 9907), using separate confirmatory factor analyses (CFAs) for each country. The cross‐cultural validation of the scale was based on multigroup confirmatory factor analyses (MGCFA). The results confirmed that the scale had a one‐factor structure in all countries, in which configural and metric invariance between countries was confirmed. As a zero‐sum belief about social relations perceived as antagonistic, BZSG is an important factor related to, for example, social and international relations, attitudes toward immigrants, or well‐being. The paper proposes different uses of the BZSG scale for cross‐cultural studies in different fields of psychology: social, political, or economic.  相似文献   
42.
Previous research has shown that affective empathy, rather than cognitive empathy, significantly predicts people’s altruistic sharing behavior in economic games. However, most of these studies were conducted in Western populations. There might be cultural differences in the relations between empathy and altruism due to different levels of empathy between Western and Asian individuals. In this study, we measured different aspects of empathy in Chinese adults as well as their allocation offers in the dictator and ultimatum games. We found that cognitive empathy, but not affective empathy, was a significant predictor of adults’ altruistic sharing behavior in the two economic games. Subjective family income was also revealed to be a significant predictor of individuals’ altruism in the ultimatum game, such that people with lower subjective family income tended to be more generous. Potential implications of our findings are discussed.  相似文献   
43.
Gambling, video gaming, and Internet use are typically included as everyday activities that could potentially become behavioral addictions. There is growing evidence that views non‐substance related addictions as coping mechanisms, and considers that attachment styles are likely to play a pivotal role on the development of such addictions, especially on young people. Therefore, the present study aimed to: (1) explore the association between attachment, coping, and behavioral addictions (i.e., gambling disorder, video game addiction, and problematic Internet use); and (2) to analyze the mediating/moderating effect that coping has in the relationship of attachment and these behavioral addictions. A sample consisting of 472 students from secondary education (Mean age = 15.6; SD = 1.33; 51.6% females) was recruited. The findings showed a negative association between attachment and behavioral addictions. Most coping strategies were found to be associated with attachment styles, except for self‐critique and emotional avoidance. In particular, problem avoidance was significantly correlated to all behavioral addictions. In addition, self‐blame and problem solving were significantly correlated to video game addiction and problematic Internet use. Finally, coping was found to act as a mediator and moderator between attachment and video game addiction and problematic Internet use.  相似文献   
44.
The prisoner's dilemma game is a mixed‐motive game that offers two players the simultaneous choice between a cooperative and a defective alternative. An often neglected aspect of such a binary‐choice game, however, is that in many real‐life encounters, people can choose not only to cooperate or defect, but they also have a third option: to exit the social dilemma. Although in the literature a consensus has emerged that the addition of an exit opportunity benefits cooperation, there is only scant research into its effect on social welfare. In order to allow a direct comparison of cooperation rates and welfare levels across binary‐choice and trinary‐choice games, in this study, we used a design in which the same participants played similar games with and without an exit option (i.e., a within‐subjects design), and this in a range of structural variations. The findings of our study indicated that the aggregated outcome of both players is generally lower in games with an exit option than in games without an exit option. Moreover, our results showed that the efficiency of the exit option strongly depends on the specific outcome structure of the game (in terms of its endowment size, (a)symmetry, and level of noncorrespondence). In the discussion, it is argued that the implementation of an exit option as a strategy to increase social welfare should be critically assessed.  相似文献   
45.
46.
The current study applied a 2 × 2 experimental design to investigate the effects of ongoing task absorption on event-based prospective memory performance of children aged 3 and 5 years. Children were required to label pictures as ongoing task but to remember to refrain from picture naming and to respond to the target cues in a different way as the prospective memory task. Two differently absorbing ongoing tasks (high absorbing scenario game task vs. low absorbing computer-based task) were administered. Results indicated that prospective memory performance of 5-year-old children was significantly better than that of 3-year-old children. Ongoing task absorption affected the ongoing task performance of preschoolers, but not overall prospective memory performance. Only the 3-year-olds were negatively affected by high ongoing task absorption, which was not the case for the 5-year-olds. The findings are discussed within the light of the multiprocess theory.  相似文献   
47.
We examined the effect of religious priming on a Japanese sample in an anonymous dictator game whereas previous studies on religious priming on prosociality had mainly been conducted within Western contexts. The current study attempted to examine whether religion increases prosocial behaviour in a Japanese sample through the replication of ‘God is Watching You’ (Shariff & Norenzayan, 2007) where it was found that participants primed with religion‐related words and secular justice‐related words behaved more prosocially than participants primed with neutral words in an anonymous dictator game. The current experiment was conducted with Japanese students (n = 106) to examine whether the results of the original study could be applied to Japanese people. The results showed that among the three priming conditions (control, religion, secular justice), there was no difference in the amount of money participants allocated to anonymous strangers, although in the secular justice priming condition, theists allocated more money than atheists. The results might be due to the fact that the religious priming words used in the original study did not precisely activate the propositional network of religion that Japanese participants have. More culture‐specific studies are necessary to examine how religious priming works for non‐Westerners.  相似文献   
48.
谈晨皓  王沛  崔诣晨 《心理学报》2017,(9):1206-1218
通过构造虚拟的捐献情境及贸易情境,结合博弈任务,以大学生为被试探讨了名利博弈对象的能力和社会距离对名利博弈中博弈者的博弈行为倾向的影响。结果表明,在捐献情境下,被试在高能力的名利博弈对象面前比在低能力的名利博弈对象面前更倾向于做出接近自己半数报酬的捐献行为,牺牲利益以获取好名声。在贸易情境下存在名利博弈对象的能力与社会距离的交互作用,被试仅在面对低能力的名利博弈对象时会考虑社会距离因素,在社会距离近的名利博弈对象面前比在社会距离远的名利博弈对象面前提出更低的售价,牺牲自己的利益以获得好名声。研究结果初步证实名利博弈对象能力与社会距离对名利博弈具有重要影响以及个体在名利博弈中具有策略性。  相似文献   
49.
本研究通过两个实验考察幼儿是否在博弈任务中表现出对陌生人的信任行为,同时考察可能对幼儿的信任产生影响的因素,包括个体认知因素(观点采择)和环境因素(负性反馈和代际传递)。研究对189名4~6岁幼儿及其家长进行多种任务的测量。实验一通过修订Evans和Krugger(2011)的信任博弈任务,考察幼儿在匿名信任博弈中的信任行为,结果发现与4岁幼儿相比,6岁幼儿对他人的信任更低;实验二考察了幼儿信任的影响因素,结果发现,幼儿在得到负性反馈结果后再次进行信任博弈任务时,他们对他人的信任比前次有所降低,6岁幼儿对他人返还数量的预期比4岁幼儿下降程度更大;6岁幼儿的信任行为(第一次给出意愿)与观点采择能力显著相关;6岁幼儿的信任水平与家长的信任水平显著相关。  相似文献   
50.
我国社会转型,为当代中国医患关系的合理重构提供了平台,但社会转型期中出现的诸多医患利益冲突也向人们提出了严峻的挑战,亟需对其加以调节和平衡.这种调节与平衡,不能完全甚至不能主要地交由市场这双"看不见的手"去运作,不能完全任凭甚至不能主要地任凭医患双方自由地去博弈;政府必须明确并履行自己的职责,为正确调节与平衡我国社会转型期的医患利益创立一个全方位的合理的框架,使医患之间在有控制的理性的双赢的利益博弈中合理地重构当代中国医患关系的基本格局.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号