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   574篇
  免费   70篇
  国内免费   21篇
  2024年   5篇
  2023年   29篇
  2022年   18篇
  2021年   24篇
  2020年   50篇
  2019年   53篇
  2018年   40篇
  2017年   52篇
  2016年   41篇
  2015年   32篇
  2014年   26篇
  2013年   95篇
  2012年   14篇
  2011年   8篇
  2010年   7篇
  2009年   16篇
  2008年   19篇
  2007年   18篇
  2006年   18篇
  2005年   21篇
  2004年   12篇
  2003年   15篇
  2002年   9篇
  2001年   2篇
  2000年   7篇
  1999年   3篇
  1998年   6篇
  1997年   6篇
  1995年   2篇
  1993年   2篇
  1992年   2篇
  1991年   4篇
  1990年   1篇
  1989年   2篇
  1987年   1篇
  1986年   3篇
  1980年   1篇
  1976年   1篇
排序方式: 共有665条查询结果,搜索用时 31 毫秒
611.
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   
612.
Climate change is a major current affair for which recent United Nations climate conferences aim to build consensus and develop international solutions. The objective of this article is to compare, through the theoretical lens of social representations, the way in which French and German media, specifically newspapers, represent the Bali climate conference. We use the triangulation of data analysis to take both the pragmatic and the semantic aspects of media discourse into account. Results show that German media adopt both a local and a global vision of climate change and of the conference. Religious metaphors highlight a moral dimension of the conference, suggesting anchoring in human and political categories. In contrast, in French media, we identify that conflicts between countries render the stakes of climate change concrete by war metaphors. The French discourses examined are shown to be organised through the anchoring of political and financial categories. Results are discussed in relation to the history of green movements in the two countries and in relation to practical implications. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
613.
614.
615.
The aim of this study was to examine the relationships between cybervictimization and three body-related concerns: body-esteem, self-objectification, and internalization of body ideals. The aim was also to examine these relationships not only to cybervictimization in general but also to appearance-related cybervictimization more specifically. The sample comprised 482 adolescents (233 girls and 247 boys aged 13–15; two participants did not answer the question about gender) from four Swedish schools. The results showed that victims of appearance-related cyberbullying suffered from more body-related concerns: they had a poorer view of their general appearance and of their weight. They also reported more body shame, thin-ideal internalization, and appearance-related pressure from the media. This study shows that cyberbullying that focuses on the victim's appearance is associated with several body-related concerns that have not previously been studied. A novel finding was also that body-related concerns were not related to cyberbullying in general, as has been implied in earlier research, but specifically related to cyberbullying directed at the victim's appearance. The findings suggest that there is a need to include attention to the specific relationships between appearance-related cyberbullying and body-related concerns in future prevention and intervention work.  相似文献   
616.
Abstract

This paper approaches theatre performance as a laboratory for the simulation of behaviour. The preparation of the professional production of a theatre play was observed and videotaped with the purpose of studying (a) the process of production of artefacts for giving sense to the play and each of its scenes, (b) shaping the identity of the characters, and (c) how these artefacts were reshaped and readjusted in successive rehearsals. Results support the thesis that the process of production of a scenic text can act as a simulation model for how cultural artefacts, conscious processes and behaviour get articulated when developing a character’s identity.  相似文献   
617.
Abstract

The tall-poppy syndrome (TPS) is a pattern of behaviour whereby people who excel in some respect are cut down to size by those around them. People are often uncomfortable with those who excel and therefore, in effect, seek to put them in their place. I argue in this article that the TPS is, in some respects, getting worse, even in the creative professions. I suggest a number of reasons why this might be so and also what societies might do about it.  相似文献   
618.
BackgroundTouch screen devices are now ubiquitous, and their usage by young children is increasing. However, the effects of these devices on young children are still unknown. Therefore, this study aimed to address the associations of touch screen device exposure with symptomatic emotional and behavioral problems and language development in children between the ages of 18 and 36 months.MethodA total of 161 primary caregivers of children between the ages of 18 and 36 months were recruited from the pediatric ward and outpatient clinic at a medical center in southern Taiwan. All caregivers were asked to fill out the Child Behavior Checklist for Ages 1½–5 (CBCL 1½–5) and a questionnaire on basic personal information and touch screen device usage, and they were also interviewed with the Communication and Language Screening Test for Birth to Three Chinese-Speaking Infant-Toddlers (CLST). Independent t-test and one-way ANOVA were used to examine the differences among the categories in the demographic variables and to characterize the touch screen device usage behaviors. Pearson’s correlation was used to analyze the relationship between language delay and the extent of touch screen device exposure. After primary univariate analysis, we used multiple regression models to examine the relationships among the effects of touch screen device usage behaviors on children's emotional and behavioral problems and language development.ResultThe children’s mean age was 25.63 months (SD = 5.35). Children who spent more time on touch screen devices were more likely to have emotional problems (β = .219, p < .010, 95 % CI: .279–1.518), anxious/depressive symptoms (β = .206, p < .050, 95 % CI: .170–1.244), somatic complaints (β = .291, p < .001, 95% CI: .455–1.462), social withdrawal symptoms (β = .194, p < .050, 95 % CI: 0.133–1.150), attention problems (β = .300, p < .001, 95 % CI: .432–1.267), and aggressive behaviors (β = .247, p < .010, 95 % CI: .967–3.983). The effects were not noted on language development (β = −.136, p < .100, 95 % CI: −2.595–.147).ConclusionYoung children who spent more time on touch screen devices were more likely to have emotional problems, anxious/depressive symptoms, somatic complaints, social withdrawal symptoms, attention problems, and aggressive behaviors, but not language delay.  相似文献   
619.
新型冠状病毒肺炎疫情下普通民众焦虑的影响因素研究   总被引:1,自引:0,他引:1  
甄瑞  周宵 《应用心理学》2020,(2):99-107
为考察新型冠状病毒肺炎疫情下普通民众焦虑情绪的影响因素,采用自陈式问卷,对新型冠状病毒肺炎疫情防控下的1050位普通民众的疫情经历、媒体信息暴露时长及性质、疫情风险感知和焦虑进行调查。结果发现新型冠状病毒肺炎疫情防控当下民众焦虑情绪的发生率为18.0%,焦虑情绪的发生率在性别、年龄、受教育程度、婚姻状况和月收入等方面没有显著的差异;疫情经历、媒体信息暴露时长、负面信息暴露和感知疫情的严重性会增加焦虑情绪产生的可能性,正面信息暴露、对疫情熟悉度和可控度的感知可以减少焦虑情绪产生的可能性。这些结果说明了疫情经历、媒体信息暴露时长和性质、疫情风险感知是疫情防控当下民众焦虑出现的重要因素。  相似文献   
620.
线上社交焦虑指个体在社交媒体交往情境中感知到的紧张和恐惧等人际负性体验,包含隐私担忧、交往焦虑和负面评价恐惧三个方面。线上社交焦虑可以通过质性分析法、实验诱发法和问卷测量法进行研究。线上社交焦虑既会受到社交媒体自身特点、个体特征因素、网络欺凌和文化因素的影响,还会对个体的心理与行为产生后效。未来研究者需要开发有效的本土化测量工具、探索其形成和作用机制、关注线上社交焦虑悖论以及推动对其干预。  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