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21.
The catalyst model suggests that adult criminality arises from the interaction of genetic and proximal social influences such as family influences, but that distal social influences such as media exposure have only negligible influence. This article uses data from a 13-year longitudinal study of adolescent health to examine the catalyst model. As expected by the catalyst model, adult criminality was best explained by a confluence of genetic and proximal social risk factors. The influence of media exposure on adult criminality was negligible. Implications of these findings for both theory and policy are discussed.  相似文献   
22.
ABSTRACT

We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures.  相似文献   
23.
We first state a few previously obtained results that lead to general undecidability and incompleteness theorems in axiomatized theories that range from the theory of finite sets to classical elementary analysis. Out of those results we prove several incompleteness theorems for axiomatic versions of the theory of noncooperative games with Nash equilibria; in particular, we show the existence of finite games whose equilibria cannot be proven to be computable.  相似文献   
24.
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established.  相似文献   
25.
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.  相似文献   
26.
青少年的人格特征与互联网娱乐服务使用偏好的关系   总被引:5,自引:0,他引:5  
利用互联网进行娱乐已经成为了一种全新的时尚,如何使成长中的青少年不在这个虚拟的娱乐世界中“玩物丧志”,需要我们充分地了解使用互联网娱乐服务过程中的基本现象,有的放矢地对青少年的网上行为进行疏导.该研究通过对339名中学生进行问卷调查,对青少年的人格特征、社会支持与互联网娱乐服务之间的关系进行了探讨,结果表明:(1)客观社会支持、主观社会支持对互联网娱乐服务的使用偏好有着直接的正向作用;而对社会支持的利用对互联网娱乐服务的使用偏好有着直接的负向作用;(2)宜人性、外向性均可以通过客观社会支持、主观社会支持和对社会支持的利用间接地影响互联网娱乐服务的使用偏好;(3)客观社会支持会影响主观社会支持,主观社会支持对社会支持的利用水平也有影响.  相似文献   
27.
社会游戏情境在幼儿遮挡绘画中的作用   总被引:2,自引:0,他引:2  
高雪梅  李红  郑持军 《心理科学》2004,27(4):884-886
该研究以90名4—5岁幼儿为被试,考察了遮挡方式、社会性游戏情境以及年龄对幼儿遮挡绘画的影响,结果表明:(1)幼儿遮挡绘画表征策略的发展不是以“全”或“无”的方式进行的,而是多种策略并存;(2)部分遮挡、完全遮挡这两种遮挡方式的难易程度有很大的差异;(3)设置社会性游戏情境提高了幼儿遮挡绘画的表征策略水平;(4)与年龄相关的成熟水平是影响儿童遮挡绘画表征水平的重要因素。  相似文献   
28.
魏华  周宗奎  牛更枫  何灿 《心理科学》2014,37(2):420-424
网络游戏具有巨大的经济前景和良好的发展态势,国内外很多企业都投入大量资金来开发网络游戏。面对激烈的市场竞争,如何吸引和留住游戏玩家,提高他们的忠诚度,是网络游戏开发商所面临的一个重要问题。本文采用问卷调查法,考察了网络游戏中的定制、角色依恋对网络游戏忠诚度的影响。结果表明:(1)网络游戏定制、角色依恋和忠诚度两两之间呈显著正相关。(2)网络游戏定制对网络游戏忠诚度没有直接影响,而是通过角色依恋的完全中介作用对网络游戏忠诚度产生影响。  相似文献   
29.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   
30.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。  相似文献   
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