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111.
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   
112.
本研究以技术接受模型(TAM)为理论框架, 通过对380名中学生的问卷调查考察了青少年网络游戏成瘾的影响因素及其机制。结果发现:(1)有用感、易用感、品质感知、游戏体验和态度与网络游戏成瘾显著正相关;(2)品质感知和游戏体验通过态度的部分中介作用对网络游戏成瘾产生间接影响, 同时对网络游戏成瘾有直接效应;有用感和易用感通过态度的完全中介作用对网络游戏成瘾产生间接影响, 对网络游戏成瘾没有直接效应。本研究结果表明, 品质感知、有用感、易用感和游戏体验对青少年网络游戏成瘾具有重要影响, 态度是其中的重要中介变量。  相似文献   
113.
David A. Pailin 《Zygon》2000,35(1):141-163
This paper investigates the relationship between theology and the natural sciences by considering four realist and five nonrealist interpretations of theological understanding. These are that theology expresses biblical affirmations, the faith of the community, revelatory declarations, or a prioriconclusions, and that it is reducible to expressions of feelings, attitudes, naturalism, liberating praxis, or moral convictions. Because these views are unsatisfactory, the author calls for an imaginative form of natural theology that shows how faith's understanding of the purpose, value, and meaning of reality fits how the world is actually found to be.  相似文献   
114.
医患关系的博弈分析   总被引:16,自引:5,他引:16  
医患关系是医疗中最基本最重要的关系,也是最复杂的人际关系,建立良好的医患关系是保证医疗工作顺利进行的必备条件。但是这种关系从开始就是有矛盾的,在信息不对称的情况下分析医患关系的博弈情况及其原因,发现医患关系的核心是信任,它为创造和谐医患关系提出对策,并能促进构建和谐医患关系。  相似文献   
115.
This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self‐healing. However, after leaving the game, conflicts and traumata re‐enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re‐experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes.  相似文献   
116.
Branching-time temporal logics have proved to be an extraordinarily successful tool in the formal specification and verification of distributed systems. Much of their success stems from the tractability of the model checking problem for the branching time logic CTL, which has made it possible to implement tools that allow designers to automatically verify that systems satisfy requirements expressed in CTL. Recently, CTL was generalised by Alur, Henzinger, and Kupferman in a logic known as Alternating-time Temporal Logic (ATL). The key insight in ATL is that the path quantifiers of CTL could be replaced by cooperation modalities, of the form , where is a set of agents. The intended interpretation of an ATL formula is that the agents can cooperate to ensure that holds (equivalently, that have a winning strategy for ). In this paper, we extend ATL with knowledge modalities, of the kind made popular in the work of Fagin, Halpern, Moses, Vardi and colleagues. Combining these knowledge modalities with ATL, it becomes possible to express such properties as group can cooperate to bring about iff it is common knowledge in that . The resulting logic — Alternating-time Temporal Epistemic Logic (ATEL) — shares the tractability of model checking with its ATL parent, and is a succinct and expressive language for reasoning about game-like multiagent systems.  相似文献   
117.
医管、医患双重博弈研究   总被引:1,自引:0,他引:1  
在中国,老百姓"看病难,看病贵"问题已饱受各方诟病多时,政府不断出台的政策却收效甚微。通过分析医疗机构、管制者和患者所面临的风险与收益、行为与选择、医疗机构与管制者之间的重复博弈,医疗机构与患者之间的一次性博弈,提出医疗机构与管制者、医疗机构与患者的双重博弈假说。指出了"药价虚高"的根源以及解决的可能途径。  相似文献   
118.
《Body image》2014,11(1):72-76
This study investigated whether appearance investment explains the association between fear of negative evaluation and dietary restraint. Data were collected from 305 undergraduate female participants in an online survey. Mediation analyses were conducted using Preacher and Hayes (2008) Indirect Mediation macro. Results showed that both components of appearance investment that is, holding appearance as central to self-definition and the tendency to engage in appearance management behaviours, mediate the association between fear of negative evaluation and dietary restraint. The Baron and Kenny (1986) method further showed that holding appearance as central to self-definition fully mediates this association but that engagement in appearance management behaviours only partially mediates it. These results suggest that appearance investment could prompt women to diet to try to lose weight to fend off feared negative evaluation from others.  相似文献   
119.
    
Integrating the dualistic model of passion in the recovery literature, the present study investigates how playing video games after work hours can facilitate recovery from work stress. We predicted that passion for gaming would relate to gaming more hours in the evening. Next, we hypothesized that playing video games in the evening would relate to (a) feeling recovered the next morning through psychological detachment and (b) feeling vigorous the next morning through mastery experiences while gaming. We further hypothesized that harmonious passion would strengthen, and obsessive passion would weaken the links between gaming hours and (a) psychological detachment and (b) mastery. In total, 65 employees filled in short questionnaires in the mornings and evenings of at least five workdays (total n = 502). Results of multilevel hierarchical regression analyses supported the proposed mediation model, indicating that playing video games indeed helps replenish energy resources during leisure time. Findings additionally showed that gaming also predicted feeling recovered in the morning through mastery experiences. Players with a harmonious passion may benefit more from playing video games; harmonious (but not obsessive) passion strengthened the relationship between gaming and mastery experiences.  相似文献   
120.
    
Across most of human history, infant and child mortality rates were very high, suggesting the death of a child was a challenge faced by many ancestral parents. Prolonged grief likely harmed grievers’ fitness, yet grief is ubiquitous and often protracted, thereby presenting a puzzle for evolutionary arguments. We integrate existing theories of grief with patterns of parental bereavement to examine how human psychology has been shaped to respond to the death of a child. We contend that variation in life history strategy may explain the relative difficulty with which individuals recover from losing a child. We propose that the same physiological mechanisms underlying detachment and grief during dissolved romantic relationships may also underlie the intensity of parental attachment and bereavement. This theoretical review thus integrates evolutionary theory with extant grief research to provide a functional analysis of the immense suffering associated with the loss of a child.  相似文献   
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