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161.
This study examined performance on the Iowa Gambling Task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) as a measure of low-income school-aged children’s affective decision-making and considered its utility as a direct indicator of impulsivity. One hundred and ninety-three 8–11 year olds performed a computerized version of the Iowa Gambling Task, a validated measure of decision-making. Multi-level modeling was used to examine children’s performance over the course of the task, with age, gender, and teachers’ ratings of child impulsivity (BIS-11; Patton, Stanford, & Barratt, 1995) used to predict children’s Iowa Gambling performance. Higher impulsivity scores predicted a decrease in slope of Iowa Gambling performance, indicating students rated higher on impulsivity chose more disadvantageously across the task blocks. Results support evidence of the validity of the Iowa Gambling Task as a measure of impulsivity in low-income minority children.  相似文献   
162.
《The Journal of psychology》2013,147(6):495-504
One hypothesis for the reason a person might become a pathological gambler is that the individual initially experiences a big win, which creates a fallacious expectation of winning, which may then lead to persistent gambling despite suffering large losses. Although this hypothesis has been around for several decades, only one controlled empirical study has addressed it, and that study reported null results. In the present experiment, the authors tested the "big win" hypothesis by having 4 groups of participants with little to no experience gambling play a computer-simulated slot machine for credits that were exchangeable for cash. One group experienced a large win on the very 1st play. Another experienced a large win on the 5th play. A 3rd group experienced 2 small wins on the 2nd and 5th plays. No other winning outcomes were programmed. The 4th group never experienced a win. The authors observed a significant effect of group. Participants who experienced a large win on the 1st play quit playing the simulation earlier than participants who experienced a large win on the 5th play. These results appear to question the "big win" as an explanation for pathological gambling. They are more consistent with a behavioral theory of gambling behavior. The present study should also promote the use of laboratory-based research to test long-standing hypotheses in the gambling literature.  相似文献   
163.
The authors considered compliance with a decision aid that E. Thorp (1966) designed to minimize loss in a gambling paradigm under different levels of risk or impairment. Twenty adult men (aged 18-46) completed the South Oaks Gambling Screen (SOGS; H.R. Lesieur & S. B. Blume, 1987) and the Alcohol Use Disorders Identification Test (AUDIT; J. P. Allen, D. F. Reinert, & R. J. Volk, 2001) and then played a computer blackjack program before and after ingesting alcohol. The decision aid (online Basic advice) increased players' compliance with optimal play and also increased players' willingness to wager more at high stakes. Participants attained a mean peak blood alcohol concentration (BAC) of 0.048%. Alcohol increased the rate of play. After consuming alcohol, participants appeared to spend less time on their decisions and were more reliant on support. The authors explained these results in terms of an alcohol-induced myopia that enhances responses to salient cues.  相似文献   
164.
In this paper I reflect on the phase of the analytic process which precedes the termination of a psychoanalysis and describe my work with an adolescent girl. Adolescents with serious eating disorders relive in a particularly violent way, in the final phase of their analysis, the catastrophic anxiety of separation and the fear of annihilation connected with this. The perception of the final date, felt to be irrevocable, reactivates in these patients the psychotic part of their personality, which tries through a phantasy of omnipotent possession (expressed through pathological projective identification) to obscure the reality of separateness and loss. It is useful with these patients to set a date for ending at least a year in advance to enable the working through of these psychotic anxieties. Clinical material illustrates how in the final year of treatment all phases of the analytic process are relived in a violent way, and how this emotional turbulence manifests id as a battle between omnipotent phantasy and an increasing insight into psychic reality.  相似文献   
165.
Summary

The phenomenon of lesbian battering challenges mainstream assumptions about battering and defies traditional ways of defining and understanding domestic violence. This article identifies and illuminates variables critical to understanding and treating lesbian batterers. In particular, intrapsychic factors in the treatment of lesbian batterers are considered via an integration of the theoretical constructs of personality development with attachment theory, state and affect regulation, shame, pathological vindictiveness, and variables specific to lesbian domestic violence. Finally, two case examples and treatment considerations are discussed.  相似文献   
166.

The Eysenck Personality Profiler was completed by 400 undergraduate students together with the Francis Scale of Attitude toward Christianity. The data confirm the main conclusion of several previous studies by demonstrating that there is no significant relationship between the personality dimension of neuroticism and religiosity. The analyses go beyond previous studies by examining the relationships between religiosity and the seven component parts of neuroticism separately. These analyses demonstrate a significant positive correlation between religiosity and guilt, a significant negative correlation between religiosity and unhappiness, and no significant correlation between religiosity and low-self esteem, anxiety, dependency, hypochondriasis, or obsessiveness.  相似文献   
167.
ABSTRACT. This study investigated whether risk taking on a laboratory gambling task differed depending on whether participants gambled with earned or experimenter-provided game credits. Participants made repeated choices between two options, one to wager game credits on a game that produced probabilistic gains and losses, and one to gain game credits with certainty. Choice was investigated across stake and no-stake conditions and condition order was counterbalanced across conditions. Risk taking was higher under stake than no-stake conditions, but only when stake conditions were experienced first. There was no effect on risk taking of the amount of the certain gain. Results are consistent with previous research showing that participant-stake procedures promote greater risk taking than procedures that allow participants to gamble with their own earnings, and also show that experience gambling with earned credits has an enduring effect on risk taking.  相似文献   
168.
To understand dynamic changes in the likelihood that people would access and selectively expose themselves to information online, the present study examined the checking of account balances during simulated gambling. Sixteen participants played 120 hands of computer Blackjack for points, at higher or lower levels of risk (different point multipliers), and after each win or loss the computer recorded if participants checked their account balances. There were individual differences in checking rates. Participants who were more likely to check balances exhibited a selectivity of exposure to decision consonant information after a win at low risk. Although it was expected that people would seek to maintain positive mood, data were better explained in terms of Cognitive Dissonance. The effects of Cognitive Dissonance are liable to extend beyond single static decisions into dynamic online environments.  相似文献   
169.
Gambling has been viewed as irrational, and even though blackjack offers rational strategies (i.e., Basic [E. Thorp, 1966] and card counting), people exhibit departures from rationality (e.g., “Never Bust” strategies). To determine whether departures from rational behavior reflect ignorance or fatigue, university students were provided with on-line Basic advice while playing a simplified computer blackjack. Although the on-line advice initially affected the totals these players sat on, it was eventually discarded for higher risk strategies. Irrational play did not reflect ignorance or fatigue and was not necessarily conservative. Real fluctuations of odds in blackjack may lead to situations in which Basic is not perceived by players as effective. Because Basic is not a personalized strategy, it seems less likely to be maintained in the face of losses. Players were more optimistic that they might win when utilizing their personalized strategies.  相似文献   
170.
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