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81.
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   
82.
This study examined the link between experiencing multiple types of child maltreatment and intentions to control emotion during charged discussions with intimate partners in adulthood, and whether the link is mediated by intensity of negative emotions. Using video recall, 97 couples rated their levels of emotions and intentions to control emotion during charged discussions with partners. Number of types of child maltreatment reported was linked with effort to control emotion, and the relationship was partially mediated by intensity of participants’ feelings of hostility. For men, the link was also partially mediated by self-reported sadness and anxiety. Findings underscore the importance of attending to abuse survivors’ experiences of and attempts to manage intense emotions in treatment, particularly in couples therapy.  相似文献   
83.
84.
The authors investigated whether the salience of dynamic visual information in a video-aiming task mediates the specificity of practice. Thirty participants practiced video-aiming movements in a full-vision, a weak-vision, or a target-only condition before being transferred to the target-only condition without knowledge of results. The full- and weak-vision conditions resulted in less endpoint bias and variability in acquisition than did the target-only condition. Going from acquisition to transfer resulted in a large increase in endpoint variability for the full-vision group but not for the weak-vision or target-only groups. Kinematic analysis revealed that weak dynamic visual cues do not mask the processing of other sources of afferent information; unlike strong visual cues, weak visual cues help individuals calibrate less salient sources of afferent information, such as proprioception.  相似文献   
85.
This paper offers a way of thinking about the process of parent–infant psychotherapy. I start by outlining some ideas as to what can go awry in troubled parent–infant relationships, and then a way of working with parents with pre-verbal babies. I suggest a model for understanding three interlaced levels at which change might occur if a psychodynamic, systemically sensitive, therapeutic intervention is offered. I describe a particularly challenging clinical case in which a mother and I also worked with video material of her and her son.  相似文献   
86.
为了探讨亲社会视频游戏对玩家人性化知觉的影响, 研究以大学生为被试, 通过两个实验, 分别采用自陈报告法和单类别内隐联想测验技术考察了亲社会视频游戏对玩家自我及他人外显及内隐人性化知觉的影响。结果发现:(1)相对于中性游戏, 不论是普遍人性, 还是独特人性, 亲社会视频游戏均可提高玩家对自我及他人外显的人性化知觉水平;(2)相对于中性游戏, 亲社会游戏可显著提高玩家对自我及他人独特人性的内隐知觉水平, 也可提升对自我普遍人性的内隐知觉水平, 但对他人普遍人性的内隐知觉的效应不明确。这些结果表明, 亲社会视频游戏对于提升玩家对自我和他人的人性化知觉水平具有重要作用。  相似文献   
87.
We examined the effects of individualized video modeling on the accurate implementation of behavioral interventions using a multiple baseline design across 3 teachers. During video modeling, treatment integrity improved above baseline levels; however, teacher performance remained variable. The addition of verbal performance feedback increased treatment integrity to 100% for all participants, and performance was maintained 1 week later. Teachers found video modeling to be more socially acceptable with performance feedback than alone, but rated both positively.  相似文献   
88.
The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case‐controlled design and multimethod assessment. Samples of 27 adolescents aged 13‐17 with Disruptive Behavior Disorder with Aggressive Features and 27 age‐gender‐IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self‐ and parent‐report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent‐reported exposure to television violence. Results show that adolescents and parents agree about the adolescent's level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ. Aggr. Behav. 31:000–000, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   
89.
张春燕 《社会心理科学》2006,21(4):75-78,118
暴力性的电子游戏在青少年中的普及率相当高。研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。而且,这种影响存在着年龄和性别差异。其影响的机制主要有:建立并激活与攻击有关的思维网络:削弱了对攻击行为的抑制;模仿和强化;降低了对受害者的同情心等。  相似文献   
90.
The first purpose of this study was to attempt to replicate previous findings that video‐based preference assessments without access to selected stimuli may accurately predict relative reinforcing efficacy of stimuli. To do this, we conducted a concurrent operant reinforcer assessment in which we evaluated the relative reinforcing value of highly preferred and less preferred items identified in a video‐based preference assessment. The second purpose of this study was to begin to evaluate the potential behavioral mechanisms responsible for the validity of this assessment. To conduct this analysis, we evaluated the relative reinforcing value of those same stimuli depicted in video format and then compared results to results obtained during the reinforcer assessment for tangible stimuli. For all five participants, stimuli identified as highly preferred functioned as reinforcers, and four of five participants, responding during the reinforcer assessment was similar in the presence of tangible stimuli and videos depicting those stimuli.  相似文献   
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