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11.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   
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Fifty years ago, Serge Moscovici first outlined a theory of social representations. In this article, we attempt to discuss and to contextualize research that has been inspired by this original impetus from the particular angle of its relevance to political psychology. We argue that four defining components of social representations need to be taken into account, and that these elements need to be articulated with insights from the social identity tradition about the centrality of self and group constructions in order to develop original insights into political psychological phenomena. First, social representations are shared knowledge, and the way interpretations of the world are collectively elaborated is critical to the way people are able to act within the world. Second, social representations are meta‐knowledge, which implies that what people assume relevant others know, think, or value is part of their own interpretative grid, and that collective behavior can often be influenced more powerfully at the level of meta‐representations than of intimate beliefs. Third, social representations are enacted communication, which means that social influence is exerted by the factors that constrain social practices as much as by the discourse that interprets these practices. Fourth, social representations are world‐making assumptions: collective understandings do not only reflect existing realities but often bring social reality into being. Put together, these four components provide a distinctive theoretical perspective on power, resistance and conflict. The added conceptual value of this perspective is illustrated by showing how it allows revisiting ethnic conflict in the former Yugoslavia. We conclude with implications for research practices and discuss how the proposed model of social representations invites us to define new priorities and challenges for the methods used to study political psychological phenomena.  相似文献   
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Virtual reality (VR) has created opportunities to innovatively re-imagine the way we examine the relations between pressure, competition anxiety and performance. This study aimed to determine the efficacy of VR as a means of measuring the effects of competition anxiety when pressure manipulations are applied while participants bat in a cricket batting VR simulator. The twenty-eight male participants who took part in two experiments were divided into a high (14, mean age: 22.94, SD: 5.4) and a low skill group (14; mean age: 23.55, SD: 9.9). The aim of the first experiment was to validate the VR simulator as a tool that could capture differences in batting performance between a high and low skilled group. The results showed that high skill participants not only scored significantly higher run rates than low skill participants, but they outperformed the low skill group in all performance measures including higher incidences of correct foot placements that reflect better anticipatory responses. Having established the VR batting simulator as being a reliable tool for capturing batting dynamics, experiment 2 aimed to explore the effects of a pressure manipulation on competition anxiety and batting performance. All measures of competition anxiety were significantly greater for both groups in the high-pressure condition compared to the two low-pressure conditions (p < 0.001). The magnitude of this effect was greater in the low skill group for cognitive (0.59) and somatic (0.794) anxiety. Despite anxiety levels significantly increasing in the high-pressure condition, no significant negative changes to batting performance were found for either group, with both groups actually demonstrating performance improvements. Overall, the findings show how a cricket batting virtual reality simulator can be used as a tool to measure the effects of pressure on competition anxiety and batting performance in tasks involving dynamic skill execution.  相似文献   
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提取练习效应揭示了提取对记忆保持的关键意义;学习时间分配的有关研究表明提取练习效应的大小可能与材料难度有关。两个实验探讨了提取时间与材料难度对提取练习效应的影响:实验1采用2(提取时间:短,长)×2(材料难度:容易,困难)的混合设计,5分钟后测查记忆保持水平。实验2采用类似设计,将最终测试间隔延长至24小时。结果发现,⑴ 延长提取时间均提高了记忆成绩和记忆保持率。⑵ 即时测试条件下,提取时间较短时,不同难度材料的记忆成绩差异不显著;提取时间较长时,困难材料的记忆成绩高于容易材料;困难材料的记忆保持率在不同提取时间下均高于容易材料。⑶ 延迟测试条件下,无论提取时间长短,困难材料的记忆成绩及保持率均高于容易材料。研究表明,延长提取时间对提取练习效应的影响受材料难度的调节;情境背景和必要难度是解释该调节作用的可能理论框架。  相似文献   
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Interoceptive exposure (IE) is a standard component of cognitive-behavioural therapy (CBT) for panic disorder and agoraphobia. The virtual reality (VR) program ‘Panic-Agoraphobia’ has several virtual scenarios designed for applying exposure to agoraphobic situations; it can also simulate physical sensations. This work examines patients' acceptability of the IE component as applied in two different ways: using VR versus traditional IE. Additionally, it explores the relationship between users' treatment expectations and satisfaction and clinically significant change. Results showed that VR and traditional IE were well accepted by all participants. Furthermore, treatment expectations predicted efficacy.  相似文献   
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In this article, I will describe the methodology of transdisciplinarity. My analysis will be divided in several parts: what means “beyond disciplines”; the distinction between multidisciplinarity, interdisciplinarity, indisciplinarity, and transdisciplinarity; the definition of disciplinary boundaries; the axioms of the methodology of transdisciplinarity: the notion of “levels of Reality”; the logic of included middle; and the universal interdependence. I will conclude by asserting that we are at the threshold of a New Renaissance.  相似文献   
19.
In this study we compared the efficacy of virtual reality exposure combined with cognitive-behavioral therapy (VRET) to that of traditional cognitive-behavioral therapy (CBT) alone in reducing phobic symptoms in a sample of patients with long-term agoraphobia. The study was a between-subject design with three experimental conditions (VRET group, N = 30; CBT group, N = 30; and medication only group, N = 20) and repeated measures (pre-treatment, post-treatment, and six-month follow-up). All patients were receiving antidepressant medication. Results showed that all therapies were statistically effective both at post-treatment and six-month follow-up. The VRET group showed clinical improvement in most variables measured at follow-up. The CBT group showed the highest dropout rates. These results are discussed pointing out that VRET probably serves as an intermediate procedure for an efficient exposure to phobic stimuli. Besides describing the advantages of VRET for the treatment of agoraphobia symptoms in cost-benefit terms, the study also considered issues related to higher treatment adherence and motivation.  相似文献   
20.
By tuning messages about ambiguous information to their audience's attitude, communicators can reduce uncertainty and form audience-congruent memories. This effect has been conceptualized as the creation of shared reality with the audience. We applied this approach to representations of ambiguous antecedents of sexual harassment and examined whether the effect depends on the event's perceived ambiguity. Participants read a testimony about a supervisor's ambiguous behaviors toward a female employee and described the behaviors to an audience who had previously evaluated him positively or negatively. We manipulated perceived ambiguity of the testimony by including or omitting information about eventual, clear-cut harassment (known vs. unknown outcome). As predicted, participants aligned their messages and memory with their audience's evaluation only in the unknown-outcome condition, where epistemic uncertainty was higher. The findings highlight the role of epistemic needs in the communicative creation of a shared reality about a ubiquitous social situation with potentially harmful outcomes.  相似文献   
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