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161.
162.
Risk perception and distribution of visual attention while driving are crucial elements for accident prevention and new-driver improvement. This study investigates how racing videogames could shape the visual exploration of virtual and real road in male pre-drivers. The visual performance of players of racing video games with and without driver’s license was tested in virtual vs. real scenarios. Attention to specific elements of different types of road interactions was monitored using an eye-tracking system. Results showed that habitual use of racing video games was not found to foster a positive effect on users’ distribution of visual attention, supporting visual patterns typical of novice drivers. Gamers without driving experience replicated the same patterns in a real road scenario, ignoring road signs and potential areas of interactions with other drivers, while experienced drivers gamers explored video games roads like real roads. The fact that the gamers’ driving performance was not comparable to drivers in the virtual scenario suggests that there are other variables in the gameplay that create a less complex traffic scene, still the visual complexity of different real road interactions is kept in video game interactions, opening new perspectives towards gamers’ visual exploration of the road.  相似文献   
163.
ObjectivesThe possibility that home teams might choke in decisive games of championship series was first proposed by Baumeister and Steinhilber in 1984. Their hypothesis was that when the home team was on the verge of winning a championship, it tended to choke. As a result, the home advantage would be smaller in last games than in early games of the same series. The present paper updates the original data for baseball and basketball to 2012 and adds a parallel study of ice hockey.Design/MethodThe analysis compares home win percentage early in a championship series with home advantage in the regular season. Its main focus, however, is on the games in a championship series between the early and late games.ResultsThe first of two main results is that in all three sports the percentage of home wins in Game 1 of a championship series is substantially higher than home advantage in the same sport in the regular season. The second result is that, while the tendency for percent home wins to decrease regularly over the course of a best-of-seven series is confirmed in all three sports, this decrease is complete or almost complete by Game 4, well before the home choke, according to Baumeister and Steinhilber, is supposed to occur.ConclusionThe home-choke hypothesis as originally advanced in 1984 is not supported by subsequent results and analysis.  相似文献   
164.
In a previous article (Kretchmar 2005 Kretchmar, S. 2005. Game flaws. Journal of the Philosophy of Sport, XXXII(1): 3648.  [Google Scholar]), I identified problems in a certain species of games and traced these harms to something I called a ‘game flaw’. Unfortunately, ‘the beautiful game’ is a member of that species. I say it is unfortunate because Paul Davis (2006 Davis, P. 2006. Game strengths. Journal of the Philosophy of Sport, XXXIII(1): 5066.  [Google Scholar]), when taking me to task for providing an argument that, in his terms, was ‘not especially compelling’, focused on the game of soccer (hereafter, football). The issue over which we contended is one of ‘time management’– that is, how game initiation, duration and closure are structured. I suggest that two basic methods for managing such requirements are available. Games take place during a stipulated amount of time or for a specified number of events. In my original article, I identified four fundamental problems that may accompany time-regulated games. In this essay, I attempt to fortify those claims against Davis's criticisms.  相似文献   
165.
The question of if, and under what conditions transsexuals should be allowed to participate in sports in their acquired sex is becoming increasingly relevant partly because the number of transsexuals is increasing partly because many countries now provide mechanisms for achieving legal recognition as belonging to the new acquired sex. This paper develops (1) an analysis of the justification for maintaining sex segregation in some sports and (2) an account of the rights of transsexuals to be recognised in their new sex. On the basis of these two analyses it critically evaluates two set of rules for the participation of transsexuals in elite sports: the UK guidelines issued in pursuance of the Gender Recognition Act 2004 and the International Olympic Committee's guidelines. It is argued that these guidelines are conflicting and that a modified set of criteria is more justifiable.  相似文献   
166.
The future global distribution of the political regimes of countries, just like that of their economic incomes, displays a surprising tendency for polarization into only two clubs of convergence at the extrema. This, in itself, is a persuasive reason to analyze afresh the logical validity of an endogenous theory for political and economic development inherent in modernization theory. I suggest how adopting a simple evolutionary game theoretic view on the subject allows an explanation for these parallel clubs of convergence in political regimes and economic income within the framework of existing research in democratization theory. I also suggest how instrumental action can be methodically introduced into such a setup using learning strategies adopted by political actors. These strategies, based on the first principles of political competition, are motivated by introducing the theoretical concept of a Credible Polity.  相似文献   
167.
Engagement during practice can motivate a learner to practice more, hence having indirect effects on learning through increased practice. However, it is not known whether engagement can also have a direct effect on learning when the amount of practice is held constant. To address this question, 40 participants played a video game that contained an embedded repeated sequence component, under either highly engaging conditions (the game group) or mechanically identical but less engaging conditions (the sterile group). The game environment facilitated retention over a 1-week interval. Specifically, the game group improved in both speed and accuracy for random and repeated trials, suggesting a general motor-related improvement, rather than a specific influence of engagement on implicit sequence learning. These data provide initial evidence that increased engagement during practice has a direct effect on generalized learning, improving retention and transfer of a complex motor skill.  相似文献   
168.
Does temporary mood influence how fair or selfish we are in interpersonal situations? These three experiments predicted and found that when people have the power to allocate scarce resources between themselves and others in the dictator game, positive mood increased selfishness, and sad mood produced greater fairness. In a public setting (Experiment 1), happy persons kept more raffle tickets to themselves when making allocations, and Experiment 2 confirmed this effect in the laboratory. Experiment 3 showed that mood effects on selfishness were strongest when the external norms for fairness were relaxed. The results are discussed in terms recent affect-cognition theories, suggesting that positive mood recruits more assimilative, internally focused processing, while negative affect promotes more externally oriented, accommodative processing and thus greater concern with social norms. The implications of the findings for everyday interpersonal decisions are considered.  相似文献   
169.
A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.  相似文献   
170.
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