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151.
Recent experience sampling and diary studies have shown that spending time on creative goals during a day is associated with higher activated positive affect (PA) on that day. Based on models of creativity as a tool for promoting well-being, the present study examined cross-day relationships between creative activity, affect, and flourishing. A large sample of young adults (n = 658) took part in a 13-day daily diary study. Each day, they reported how much time they spent on creative activities, daily positive and negative affect, and daily flourishing. Lagged multilevel models revealed that people felt higher activated PA and flourishing following days when they reported more creative activity than usual. The other direction – PA predicting next-day creative activity – was not supported, suggesting that the cross-day effect was specific to creative activity predicting well-being. Overall, these findings support the emerging emphasis on everyday creativity as a means of cultivating positive psychological functioning.  相似文献   
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Mixed‐motive games represent situations that confront people with a conflict between cooperative and non‐cooperative alternatives. Despite this common basis, recent research has shown that the consistency of people's choices across different mixed‐motive games is rather low. The present research examined behavioural consistency within the same mixed‐motive game, by presenting participants with a series of one‐shot Prisoner's Dilemma Games. Across this set of games, payoffs were manipulated in order to intensify or weaken the conflict between self and the other party while maintaining the game's underlying structure. Our findings indicate that significant differences in choice behaviour are observed as a function of both situational (i.e. manipulations of the Prisoner's Dilemma Game's payoff structure) and personality differences (i.e. individual differences in personality and motivational traits). Moreover, our included situational variables and personality features did not interact with each other and were about equally impactful in shaping cooperation. Crucially, however, despite the significant behavioural differences across game variants, considerable consistency in choices was found as well, which suggests that the game's motivational basis reliably impacts choice behaviour in spite of situational and personality variations. We discuss implications for theorizing on mixed‐motive situations and elaborate on the question how cooperation can be promoted. © 2018 European Association of Personality Psychology  相似文献   
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Several studies have investigated the relations between cognitive ability and Big Five personality constructs. The present study extended previous research by (a) examining these relationships in large samples (total N = 120,014), (b) including several measures of cognitive ability and personality, (c) examining both domain and facet-level personality scores, (d) expanding the personality domains studied to include Machiavellianism, and (e) correcting the observed correlations for range restriction and reliability to provide a better statistical estimate of the relations between the cognitive and personality scores and constructs. Results were consistent with prior research showing a positive relationship between cognitive ability and Openness and negative relationships between cognitive ability and Neuroticism and Conscientiousness. Negative relations between cognitive ability and Extraversion and Agreeableness also were observed. Machiavellianism, not part of the Big Five was found to have a positive correlation with cognitive ability. Of particular interest was the finding that the relations between cognitive ability and personality were affected by the specific content of the cognitive and personality measures. Cognitive measures with verbal content were more strongly correlated with personality than were cognitive measures with math or nonverbal content for all of the samples. Also, there was considerable variability in the cognitive-personality correlations for the facets underlying each personality domain. The variability in correlations at the facet-level implies that cognitive-personality relationships at the domain-level will vary as a function of the specific content of the cognitive and personality measures. Overall, the results provide support for cognitive-personality association at the measurement level.  相似文献   
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This study examined the underlying factor structure of 15 narrative meaning-making indices for narratives of stressful events, and explored the incremental validity of the narrative factor solution over and above general personality traits in predicting various indices of psychological well-being. Two-hundred and twenty four undergraduates (Mage?=?19.2 years, SDage?=?2.1; 114 males and 110 females; 67.6% Caucasian, 12.0% East Asian, 7.6% African-American, 4.0% South Asian, 2.2% Hispanic, and 6.7% as mixed or Other origin) wrote about the most traumatic experience in their life, and completed a series of psychological questionnaires. The narratives were coded in 15 ways theoretically derived from the narrative meaning-making literature. A series of exploratory structural equation models indicated that a four-factor solution best approximated the data. The four factors were: positive processing, negative processing, integrative meaning, and structure. All four factors related differentially to indices of well-being over and above traits. There appear to be four distinct, but related, factors of narrative meaning-making for memories of stressful events, which shed light on the nuanced relations with well-being.  相似文献   
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People differ in how much they seek retribution for interpersonal insults, slights, rejections, and other antagonistic actions. Identifying individuals who are most prone towards such revenge‐seeking is a theoretically‐informative and potentially violence‐reducing endeavor. However, we have yet to understand the extent to which revenge‐seeking individuals exhibit specific features of aggressiveness, impulsivity, and what motivates their hunt for retribution. Toward this end, we conducted three studies (total N = 673), in which revenge‐seeking was measured alongside these other constructs. Analyses repeatedly demonstrated that revenge‐seeking was associated with greater physical (but not verbal) aggressiveness, anger, and hostility. Revenge‐seeking's link to physical aggression was partially accounted for by impulses toward enjoying aggression and the tendency to use aggression to improve mood. Dominance analyses revealed that sadism explained the most variance in revenge‐seeking. Revenge‐seeking was associated with greater impulsive responses to negative and positive affect, as well as greater premeditation of behavior. These findings paint a picture of revenge‐seekers as physically aggressive curators of anger, whose retributive acts are performed with planned malice and motivated by the act's entertaining and therapeutic qualities.
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本研究旨在通过一例抑郁症病例的52次心理治疗和效果评估说明核心人际图式改变、人格改变与症状缓解的关系。核心人际图式采用自编我的感受问卷测量,人格改变采用SWAP-200测量,症状采用OQ45.2测量。结果:核心人际图式的变化伴随着临床上可观察的人格改变、症状缓解及当事人总体功能和心理健康水平的提高。症状缓解主要体现为主观困扰的降低,但在社会功能和人际关系质量上改变不明显。结论:核心人际图式、人格障碍轮廓和症状缓解具有共变关系。  相似文献   
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