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Playing violent video games has become an integral part of the lives of many people, although some people more than others may be predisposed to enjoy violent video games. Two cross-sectional studies examined the extent to which everyday sadism predicts the amount of violent video game play. Past research has shown that everyday sadists obtain pleasure from cruel behaviors. Hence, I reasoned that everyday sadists are drawn to violent video games because killing game characters might be an opportunity to satisfy their need for cruelty. In fact, results revealed a positive link between everyday sadism and the amount of violent video game exposure. Moreover, this relation statistically held when controlling for the impact of trait aggression, the Big 5, narcissism, Machiavellianism, and psychopathy.  相似文献   
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Peter Harrison 《Zygon》2016,51(3):742-757
I am grateful to the four reviewers of The Territories of Science and Religion for their careful and insightful readings of the book, and their kind words about it. They all got the central arguments pretty much right, and thus any critical comments are not the result of fundamental misunderstandings. While there are some common themes in the assessments, each reviewer, happily, has offered a distinct perspective on the book. For this reason I will deal with their comments in turn, but with a focus throughout on a generally expressed concern about the broader implications of the book's historical analysis, and what positive or concrete proposals might follow from it.  相似文献   
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The actions of intelligent agents, such as chatbots, recommender systems, and virtual assistants are typically not fully transparent to the user. Consequently, users take the risk that such agents act in ways opposed to the users’ preferences or goals. It is often argued that people use trust as a cognitive shortcut to reduce the complexity of such interactions. Here we formalise this by using the methods of evolutionary game theory to study the viability of trust-based strategies in repeated games. These are reciprocal strategies that cooperate as long as the other player is observed to be cooperating. Unlike classic reciprocal strategies, once mutual cooperation has been observed for a threshold number of rounds they stop checking their co-player’s behaviour every round, and instead only check it with some probability. By doing so, they reduce the opportunity cost of verifying whether the action of their co-player was actually cooperative. We demonstrate that these trust-based strategies can outcompete strategies that are always conditional, such as Tit-for-Tat, when the opportunity cost is non-negligible. We argue that this cost is likely to be greater when the interaction is between people and intelligent agents, because of the reduced transparency of the agent. Consequently, we expect people to use trust-based strategies more frequently in interactions with intelligent agents. Our results provide new, important insights into the design of mechanisms for facilitating interactions between humans and intelligent agents, where trust is an essential factor.  相似文献   
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The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of Tetris-based training activities to improve mental rotation skills. In this work, we studied whether, and under what conditions, such ability is used in the TetrisTM game by explicitly modelling mental rotation via an ACT-R based cognitive model controlling a virtual agent. The obtained results show meaningful insights into the activation of mental rotation during game dynamics. The study suggests the necessity to adapt game dynamics in order to force the activation of this process and, therefore, can be of inspiration to design learning activities based on TetrisTM or re-design the game itself to improve its educational effectiveness.  相似文献   
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This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   
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The literature on recursive theory of mind (TOM) reasoning in interactive decision making (reasoning of the type “I think that you think that I think…”) has been pessimistic, suggesting that adults attribute to others levels of reasoning that are low and slow to increase with learning. In four experiments with college‐age adults playing sequential games, we examined whether choices and predictions were consistent with believing that others pursue their immediate self‐interest, or with believing that others reason through their own decision making, with fixed‐sum games that were simpler and more competitive. This manipulation led to higher‐level default TOM reasoning; indeed, reasoning against a lower‐level opponent was frequently consistent with assuming the opponent's reasoning to be higher‐level, leading to sub‐optimal choices. We conclude that TOM reasoning is not of a low level in all game settings; rather, individuals may display effective TOM reasoning, reflecting realistic assumptions about their opponents, in competitive and relatively simple games. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
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Debate remains regarding the interaction between predictor variables for aggression, including family environment, media violence, and personality. The current study examined the contributions of gender and personality, exposure to physical abuse and violence in the family, and exposure to media violence in both television and in video games on violent criminal activity. Data from young adults (n = 355) indicated that personality characteristics and direct physical abuse significantly predicted violent crime. Exposure to television and video game violence were not significant predictors of violent crime. These results elucidate the complex interplay between multiple factors related to the etiology of violent crime. These results also call into question the belief that media violence is involved in the etiology of violent crime.  相似文献   
60.
河南省医疗改革突出的难题在于如何实现保健资源的公平公正.影响河南医疗改革公平的因素是产权改制的方向偏差,道德异乡人的利益博弈,资本和技术对医学的剥蚀,医学、医疗自身发展的失衡.实现医疗改革公平的对策建议是显化政府责任伦理,重建医患利益共同体,整合优化卫生资源的配置,推行医学整体化的发展模式.  相似文献   
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