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511.
    
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression—by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. Aggr. Behav. 39:64‐70, 2013. © 2012 Wiley Periodicals, Inc.  相似文献   
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Ting Guo 《文化与宗教》2013,14(3):269-290
This article investigates the underlying agenda of the philosophy of artificial intelligence (AI) – a discipline of computer science – and proposes a threefold model of ‘spirituality’ as reconceptualisation of the self, composed of one’s search, adaptation and transformation of self-knowledge, specifically concerning the rational humanity. By using the life and ideas of the father of AI and computer science, Alan Turing (1912–1954) as a case study, I will carefully examine his three stages of self-reconceptualisation and highlight the relevance of seeing spirituality as self-reconceptualisation for the current digital age.  相似文献   
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The authors review and evaluate various explanations for the tendency of intergroup relations to be more competitive, or less cooperative, than interindividual relations (the discontinuity effect). They distinguish between two general perspectives, each comprising a set of explanations for the discontinuity effect. The fear and greed perspective assumes that intergroup relations are characterised by greater fear and greed than are interindividual relations. The group decision-making perspective assumes a crucial role for group discussion in facilitating rational comprehension of mixed-motive situations. In general, explanations from the fear and greed perspective were found to be more consistent with the empirical record than explanations from the group decision-making perspective. The authors propose that a complete understanding of the discontinuity effect is yet to be achieved.  相似文献   
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Standard economic models assume people exclusively pursue material self‐interests in social interactions. However, people exhibit social preferences; that is, they base their choices partly on the outcomes others obtained in a social interaction. People care about fairness, and reciprocity affects behavior. This study examines the differences in negative reciprocity (costly punishment for unfair divisions) as a function of age. Sixty‐one kindergarteners (5‐year‐olds), 53 second graders (8‐year‐olds), and 57 sixth graders (12‐year‐olds) played a dictator game or a mini–ultimatum game either with a human proposer or with a random machine that determined the division between the two players. By keeping the divisions between the players constant and varying the source of the unfair proposal, we were able to differentiate between reciprocity‐based and inequality‐aversion preferences. We found that kindergarteners proposed and accepted unfair divisions regardless of the source of the offer, behaving according to the standard economic model. Children in the sixth grade tended to reject unfair offers from a human proposer but accept unfair divisions from a random device, indicating the emergence of negative reciprocity preferences by age eight (and contrary to inequality aversion). Children at this age also tended to give more fair offers in the ultimatum game than in the dictator game, indicating the emergence of strategic thinking. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
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Cooperation is a fundamental form of social interaction, and turn-taking reciprocity one of its most familiar manifestations. The Centipede game provides a formal model of such alternating reciprocal cooperation, but a backward induction (BI) argument appears to prove logically that instrumentally rational players would never cooperate in this way. A systematic review of experimental research reveals that human decision makers cooperate frequently in this game, except under certain extreme conditions. Several game, situational, and individual difference variables have been investigated for their influence on cooperation. The most influential are aspects of the payoff function (especially the social gain from cooperation and the risk associated with a cooperative move), the number of players, repetitions of the game, group vs. individual decisions, and players’ social value orientations (SVOs). Our review of experimental evidence suggests that other-regarding preferences, including prosocial behavioural dispositions and collective rationality, provide the most powerful explanation for cooperation.  相似文献   
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This study explored the reasons and motives underlying the decisions of individuals with strong Machiavellian attitudes (High Machs). One hundred and fifty undergraduate students completed the Mach‐IV test, and their contributions to, financial success in and narrative reports of a public goods game were analysed. High Machs contributed less to the public good and gained more benefit than Low Machs. Analysis of the narrative reports showed that High Machs used significantly fewer verbs referring to emotional involvement and first person plural verb forms, than did Low Machs. This study confirmed previous findings that High Machs have a cool and rational character and a proself orientation and showed that their lack of group orientation may account for their low cooperation in social dilemmas. The results of narrative content analysis provide a new perspective on the motives and values behind High Machs' decisions and success in different fields of social life.  相似文献   
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The ability to flexibly modulate our behaviors in social contexts and to successfully interact with other persons is a fundamental, but pivotal, requirement for human survival. Although previous social neuroscience research with single individuals has contributed greatly to our understanding of the basic mechanisms underlying social perception and social emotions, much of the dynamic nature of interactions between persons remains beyond the reach of single‐brain studies. This has led to a growing argument for a shift to the simultaneous measurement of the brain activity of two or more individuals in realistic social interactions—an approach termed “hyperscanning.” Although this approach offers important promise in unlocking the brain's role in truly social situations, there are multiple procedural and theoretical questions that require review and analysis. In this paper we discuss this research trend from four aspects: hyperscanning apparatus, experimental task, quantification method, and theoretical interpretation. We also give four suggestions for future research: (a) electroencephalography and near‐infrared spectroscopy are useful tools by which to explore the interactive brain in more ecological settings; (b) games are an appropriate method to simulate daily life interactions; (c) transfer entropy may be an important method by which to quantify directed exchange of information between brains; and (d) more explanation is needed of the results of interbrain synchronization itself.  相似文献   
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