首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   248篇
  免费   46篇
  国内免费   22篇
  2024年   4篇
  2023年   14篇
  2022年   12篇
  2021年   14篇
  2020年   23篇
  2019年   23篇
  2018年   17篇
  2017年   6篇
  2016年   11篇
  2015年   14篇
  2014年   15篇
  2013年   20篇
  2012年   11篇
  2011年   14篇
  2010年   9篇
  2009年   15篇
  2008年   2篇
  2007年   14篇
  2006年   8篇
  2005年   5篇
  2004年   7篇
  2003年   4篇
  2002年   2篇
  2000年   1篇
  1999年   2篇
  1998年   5篇
  1997年   6篇
  1996年   1篇
  1995年   3篇
  1993年   7篇
  1992年   3篇
  1990年   4篇
  1989年   1篇
  1988年   2篇
  1987年   2篇
  1986年   3篇
  1985年   3篇
  1984年   1篇
  1982年   2篇
  1981年   1篇
  1980年   2篇
  1976年   1篇
  1975年   2篇
排序方式: 共有316条查询结果,搜索用时 0 毫秒
311.
This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score analyses pointed out that they do not exceed the respective cutoff scores for each scale. The sample was divided into three clusters to differentiate three kinds of users: nonproblematic, problematic, and “addicted” players. The study highlights that the variable “video game typology” relates to some personality traits. Players who excessively use them tend to experience relatively more negative emotions (anxiety and depression), avoid socioemotional involvement, and report bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays).  相似文献   
312.
313.
Young children exhibit a video deficit for spatial recall, learning less from on-screen than in-person demonstrations. Some theoretical accounts emphasize memory constraints (e.g., insufficient retrieval cues, competition between memory representations). Such accounts imply memory representations are graded, yet video deficit studies measuring spatial recall operationalize memory retrieval as dichotomous (success or failure). The current study tested a graded-representation account using a spatial recall task with a continuous search space (i.e., sandbox) rather than discrete locations. With this more sensitive task, a protracted video deficit for spatial recall was found in children 4–5 years old (n = 51). This may be due to weaker memory representations in the screen condition, evidenced by higher variability and greater perseverative bias. In general, perseverative bias decreased with repeated trials. The discussion considers how the results support a graded-representation account, potentially explaining why children might exhibit a video deficit in some tasks but not others.

Research Highlights

  • The task used a continuous search space (sandbox), making it more difficult and sensitive than spatial recall tasks used in prior video deficit research.
  • Spatial recall among 4- and 5-year-old children was more variable after watching hiding events on screen via live video feed than through a window.
  • Children's spatial recall from screens was more susceptible to proactive interference, evidenced by more perseverative bias in an A-not-B design.
  • The results demonstrate memory representations blend experiences that accumulate over time and explain why the video deficit may be protracted for more difficult tasks.
  相似文献   
314.
315.
Are individuals willing to intervene in public violence? Half a century of research on the “bystander effect” suggests that the more bystanders present at an emergency, the less likely each of them is to provide help. However, recent meta-analytical evidence questions whether this effect generalizes to violent emergencies. Besides the number of bystanders present, an alternative line of research suggests that pre-existing social relations between bystanders and conflict participants are important for explaining whether bystanders provide help. The current paper offers a rare comparison of both factors—social relations and the number of bystanders present—as predictors of bystander intervention in real-life violent emergencies. We systematically observed the behavior of 764 bystanders across 81 violent incidents recorded by surveillance cameras in Copenhagen, Denmark. Bystanders were sampled with a case–control design, their behavior was observed and coded, and the probability of intervention was estimated with multilevel regression analyses. The results confirm our predicted association between social relations and intervention. However, rather than the expected reversed bystander effect, we found a classical bystander effect, as bystanders were less likely to intervene with increasing bystander presence. The effect of social relations on intervention was larger in magnitude than the effect of the number of bystanders. We assess these findings in light of recent discussions about the influence of group size and social relations in human helping. Further, we discuss the utility of video data for the assessment of real-life bystander behavior.  相似文献   
316.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号