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231.
王晓田 《心理学报》2007,39(3):406-414
投资决策的进化心理学研究着眼于辨认人类获得进化适应的特定环境中经常出现的典型性风险,探寻为了应对这些风险而进化出的信息处理机制,并验证现时的社会因素和个体因素对这些心理机制的激活或抑制作用。在研究一中,被试预测了与自己同龄的男人或女人如何分配一笔中彩的奖金给自己和其他可能的受益人。研究发现:(1)钱数的分配大体由亲缘关系的疏密程度决定;(2)两性被试都假想男性比女性更慷慨,但实际上男性表现得更自利;(3)女性被试预测男性中奖人的金钱分配比男性被试预测女性中奖人的金钱分配更为准确;(4)女性被试的受益人更多,分享的社会范围更广。研究二探讨了父母对子女投入精力的不同取决于家庭的相对财富而非绝对财富的进化心理学假说。用哺乳与否和生育间隔期为测量指标,研究结果显示:(1)家庭实际收入影响父母对子女的总投入;(2)与邻里家庭相比,父母对于自己家庭相对收入的认知影响了对子女有别的差异性精力投入。基于男性普遍在财富和生育数量上比女性有更大的变异度,投资儿子比投资女儿更具博弈性。两项研究表明,人类的理性决策既受限于社会关系又适应于相对的财富状况  相似文献   
232.
进化心理学的相关概念、理论与历史   总被引:1,自引:0,他引:1  
张雷 《心理学报》2007,39(3):556-570
该文概述了达尔文主义、进化生物学与心理学在中国的发展,同时也介绍了与进化心理学相关的概念与基本理论。该文内容包括,Darwin的自然选择理论,Hamilton的种系适宜理论与Trivers的父母投资理论,也包括博弈理论、生活史理论与生态位建构理论  相似文献   
233.
Experimentally naive mice matched the proportions of their temporal investments (visit durations) in two feeding hoppers to the proportions of the food income (pellets per unit session time) derived from them in three experiments that varied the coupling between the behavioral investment and food income, from no coupling to strict coupling. Matching was observed from the outset; it did not improve with training. When the numbers of pellets received were proportional to time invested, investment was unstable, swinging abruptly from sustained, almost complete investment in one hopper, to sustained, almost complete investment in the other-in the absence of appropriate local fluctuations in returns (pellets obtained per time invested). The abruptness of the swings strongly constrains possible models. We suggest that matching reflects an innate (unconditioned) program that matches the ratio of expected visit durations to the ratio between the current estimates of expected incomes. A model that processes the income stream looking for changes in the income and generates discontinuous income estimates when a change is detected is shown to account for salient features of the data.  相似文献   
234.
两难中合作行为研究的回顾和展望   总被引:2,自引:0,他引:2  
如何预测人们将做出合作行为,是社会两难决策研究中重要的问题。该文回顾了社会两难研究的进展情况,包括社会两难的特征、来源、类型、研究方法和理论基础;综述了两难中影响合作行为的个人因素和情景因素,重点介绍了目前存在争议的制裁系统和合作的关系研究,以及为什么它们之间会表现出一些自相矛盾之处;对合作行为研究存在的问题进行了初步探讨,未来的研究将更侧重于合作决策的理论建构、文化内涵和认知过程的揭示  相似文献   
235.
电脑游戏与青少年问题行为、家庭各因素的关系研究   总被引:1,自引:0,他引:1  
李丹  周志宏  朱丹 《心理科学》2007,30(2):450-453,437
本研究着眼于探讨6、8、10年级的中学生的电脑游戏活动,以及游戏时间、游戏暴力程度、行为问题、父母教养方式、家庭收入等因素的相互作用。结果显示,6年级学生较之8和10年级学生有较少的行为问题。研究也发现,学生玩游戏时间越多,玩游戏的历史越长,具有行为问题的可能性越多。此外,那些游戏暴力指数较高的学生所得到的来自父母的温暖指数较少,有较多的问题行为。在游戏的暴力指数方面,女孩比男孩要低得多。父亲教养方式中的温暖和惩罚因子、母亲教养方式中的温暖、椎绡和惩罚因子可用于预测孩子的问题行为。  相似文献   
236.
The ability to design tailored messages for specific listeners is an important aspect of human communication. The present study investigates whether a mere belief about an addressee’s identity influences the generation and production of a communicative message in a novel, non-verbal communication task. Participants were made to believe they were playing a game with a child or an adult partner, while a confederate acted as both child and adult partners with matched performance and response times. The participants’ belief influenced their behavior, spending longer when interacting with the presumed child addressee, but only during communicative portions of the game, i.e. using time as a tool to place emphasis on target information. This communicative adaptation attenuated with experience, and it was related to personality traits, namely Empathy and Need for Cognition measures. Overall, these findings indicate that novel nonverbal communicative interactions are selected according to a socio-centric perspective, and they are strongly influenced by participants’ traits.  相似文献   
237.
Contrary to rational Expected Monetary Value (EMV) predictions that no money will be transferred in Trust Games, in experiments players make positive transfers. Theorists have proposed modifying the Sender's utility function while retaining utility‐maximization assumptions to account for this behavior. Such accounts assume that Senders can grasp the possible outcomes of their choices, their probabilities, and utilities. In reality, however, Senders' choices are unexpectedly complex, and the assumption that they approximate expected utility maximization is highly implausible. Instead, we suggest that Senders are guided by general propensities to trust others. Two experiments examine the effect of inducing consequential thought on Sender behavior. One induced consequential thought directly; the other did so indirectly. The amount sent was significantly reduced following either manipulation. This suggests that models of Sender behavior in Complex Trust Games should not assume that participants routinely engage in consequential thinking (CT) of the depth that would be required for utility maximization. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   
238.
The present study aimed to investigate the link between clothing and body experience in women of different ages. Participants were 162 female clothes shoppers between the ages of 18 and 55 who completed questionnaire measures of body image, functions of clothing, self-esteem, and enjoyment of clothes shopping. It was found that clothing was worn primarily for assurance and fashion by women of all ages. On the other hand, BMI and body dissatisfaction were related to the use of clothing for camouflage purposes and to a more negative clothes shopping experience. Both components of appearance investment were related to choice of clothes for fashion and assurance. However, the self-evaluative salience component was negatively related, while the motivational salience was positively related, to enjoyment of clothes shopping. It was concluded that although clothing is an under-researched aspect of body image, it represents an important part of women's appearance management, whatever their age.  相似文献   
239.
集体问题解决中的知识、惯例和绩效   总被引:1,自引:0,他引:1  
王建安  张钢 《心理学报》2008,40(8):862-872
在Cohen和Bacdayan发明的两人TTT纸牌游戏的基础上开发了三人TTT游戏,并以此为实验任务,考察了三人集体问题解决活动能否形成惯例,比较了有问题图式组和无问题图式组之间在惯例和绩效上的差异。实验结果表明:(1)三人问题解决能够形成惯例;(2)有图式组的惯例化程度总体上低于无图式组,而其惯例化程度提高的速度则快于后者;(3)无图式组的绩效高于有图式组,但前期差异显著,后期不显著。这些结果将前人基于两人TTT游戏所做的惯例研究进一步拓展到三人情境,证实了三人互动中惯例的生成,为研究涉及更多人互动的真正意义上的组织惯例奠定了基础;阐明了知识,特别是前人在组织惯例研究中所忽视的陈述性知识,对于惯例形成和绩效提升的影响,并揭示了其在组织管理和决策活动中的实际意义。  相似文献   
240.
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   
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