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141.
ABSTRACT

Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in perceptual processing. In an emotion-induced blindness task – wherein graphic images typically outcompete and impair perception of targets – violent video game players suffered less perceptual disruption following aversive images than non-players did, despite no group difference following neutral images. This difference persisted when controlling for sex and other violent media consumption and despite no group differences in trait aggression, disgust propensity, or disgust sensitivity. Importantly, the recruitment method ensured that participants were not aware of links between the experiment and their videogame playing history. Although a causal relationship has yet to be established, the findings suggest that violent video game players might sometimes, literally see the world differently.  相似文献   
142.
There is a significant shortage of clinical psychology services in rural and remote Australia. It is proposed that tele‐web psychology may provide one potential solution to this inequity in health provision. A tele‐web psychology project was developed through a partnership between a university and country health service setting in rural South Australia. Tele‐web psychology was conducted by Provisional Psychologists on their first clinical placement, with patients attending sessions in a community mental health team hub in a regional centre north of Adelaide. This article describes the logistics of setting up a collaborative tele‐web psychology service and makes recommendations on how to expedite the success of this type of venture.  相似文献   
143.
Video games are a growing part of USA and world culture. Gaming may have addictive effects on some gamers and may foster violent thoughts and behaviour in children and adults. Conversely, there are documented positive outcomes from playing video games. Through this growing media, family therapists have a new gateway to better understand the experience of a younger generation of clients. To keep up with a changing client base, family therapists must learn about video games, their contextual impacts, addictive aspects and possible uses in the therapeutic setting while ignoring the myth that all gaming is harmful.  相似文献   
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Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game violence who played a violent (relative to a nonviolent) game showed a reduction in the P3 component of the event-related brain potential (ERP) to violent images (indicating physiological desensitization), and this brain response mediated the effect of video game content on subsequent aggressive behavior. These data provide the first experimental evidence linking violence desensitization with increased aggression, and show that a neural marker of this process can at least partially account for the causal link between violent game exposure and aggression.  相似文献   
148.
Previous research suggests that language-training procedures for children with autism might be enhanced following an assessment of conditions that evoke emerging verbal behavior. The present investigation examined a methodology to teach recognizable mands based on environmental variables known to evoke participants' idiosyncratic communicative responses in the natural environment. An alternating treatments design was used during Experiment 1 to identify the variables that were functionally related to gestures emitted by 4 children with autism. Results showed that gestures functioned as requests for attention for 1 participant and as requests for assistance to obtain a preferred item or event for 3 participants. Video modeling was used during Experiment 2 to compare mand acquisition when video sequences were either related or unrelated to the results of the functional analysis. An alternating treatments within multiple probe design showed that participants repeatedly acquired mands during the function-based condition but not during the nonfunction-based condition. In addition, generalization of the response was observed during the former but not the latter condition.  相似文献   
149.
Cassidy, G.G. & MacDonald, R.A.R. (2010). The effects of music on time perception and performance of a driving game. Scandinavian Journal of Psychology 51, 455–464. There is an established and growing body of evidence highlighting that music can influence behavior across a range of diverse domains ( Miell, MacDonald, & Hargreaves 2005 ). One area of interest is the monitoring of “internal timing mechanisms”, with features such as tempo, liking, perceived affective nature and everyday listening contexts implicated as important ( North & Hargreaves, 2008 ). The current study addresses these issues by comparing the effects of self‐selected and experimenter‐selected music (fast and slow) on actual and perceived performance of a driving game activity. Seventy participants completed three laps of a driving game in seven sound conditions: (1) silence; (2) car sounds; (3) car sounds with self‐selected music, and car sounds with experimenter‐selected music; (4) high‐arousal (70 bpm); (5) high‐arousal (130 bpm); (6) low‐arousal (70 bpm); and (7) low‐arousal (130 bpm) music. Six performance measures (time, accuracy, speed, and retrospective perception of these), and four experience measures (perceived distraction, liking, appropriateness and enjoyment) were taken. Exposure to self‐selected music resulted in overestimation of elapsed time and inaccuracy, while benefiting accuracy and experience. In contrast, exposure to experimenter‐selected music resulted in poorest performance and experience. Increasing the tempo of experimenter‐selected music resulted in faster performance and increased inaccuracy for high‐arousal music, but did not impact experience. It is suggested that personal meaning and subjective associations connected to self‐selected music promoted increased engagement with the activity, overriding detrimental effects attributed to unfamiliar, less liked and less appropriate experimenter‐selected music.  相似文献   
150.
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious‐Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. Aggr. Behav. 28:134–144, 2002. © 2002 Wiley‐Liss, Inc.  相似文献   
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