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   17篇
  免费   0篇
  2020年   1篇
  2019年   2篇
  2017年   1篇
  2013年   1篇
  2011年   2篇
  2010年   1篇
  2008年   2篇
  2006年   3篇
  2003年   1篇
  2001年   1篇
  1996年   1篇
  1978年   1篇
排序方式: 共有17条查询结果,搜索用时 234 毫秒
1.
Sexual coercion is receiving much attention with the #MeToo movement. Not all of the tactics that perpetrators use to coerce sex are perceived to be equally unacceptable. This study examined factors that may mitigate negative perceptions, including features of the perpetrator's tactics (verbal vs. physical tactics, relationship‐focused vs. self‐focused reasons to coerce sex) and raters' own current relationship (commitment, dependence, sexually coercive experiences). College women (N = 498) rated whether the perpetrator's behavior was acceptable, was excusable, and would adversely affect a relationship. Verbal (vs. physical) coercion, dependence on a current partner, and sexually coercive experiences in a current relationship mitigated negative perceptions. However, participant ratings were not influenced by the perpetrator's use of relationship‐focused reasons for coercing sex (vs. self‐focused reasons), suggesting that women may resist male attempts to sugar‐coat sexual coercion.  相似文献   
2.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc.  相似文献   
3.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.  相似文献   
4.
The authors propose specific temporal profiles that reflect certainty versus doubt about where a partner stands with respect to a dating relationship over time. Two multiwave longitudinal studies focused on within-participant changes in perceived partner commitment. Results from multilevel modeling indicate that individuals whose perceptions of partner commitment fluctuate over time were more likely to be in a relationship that eventually ended than were individuals whose perceptions remained relatively steady. For individuals in recently initiated relationships, the association of fluctuation in perceived partner commitment with later breakup was significant regardless of the initial level of perceived partner commitment or the trend, and for all participants, it remained significant when initial level, trend over time, and fluctuation over time of other meaningful variables were controlled.  相似文献   
5.
This research examined the association between relationship satisfaction and later breakup status, focusing on the temporal changes in satisfaction ratings of individuals in newly formed dating relationships. Growth curve analytic techniques were used in 2 longitudinal studies to create 4 predictors: each participant's initial level of satisfaction, linear trend in satisfaction over time, degree of fluctuation in satisfaction over time, and mean level of satisfaction. Consistent with hypotheses, individuals who exhibited greater fluctuation in their repeated satisfaction ratings were more likely to be in relationships that eventually ended, even after controlling for overall level of satisfaction. Individuals with fluctuating levels of satisfaction also reported relatively lower commitment. The results are discussed in terms of conditions that promote versus undermine relationship stability.  相似文献   
6.
This paper describes the Spanish adaptation of PACE—Parenting Our Children to Excellence. Successfully offered in preschools and daycare centers since 2002, PACE is a research-based preventive intervention to support families in their parenting task through discussions and activities that address practical childrearing issues and promote child coping-competence. Developed in response to community calls, the new program is known as CANNE –Criando a Nuestros Niños hacia el Éxito. The paper makes the processes linking original and adapted versions explicit by accounting for the conceptual and practical decisions that were made as CANNE was being developed. We begin by summarizing the challenges of adapting and translating a behavioral intervention, and by describing the coping-competence model that informs both versions of the program. We turn then to a detailed account of the adaptation itself and of its results. Specifically, we describe: (a) the consultation process at the origin of this adaptation, (b) the adaptation of the manual and the steps taken to establish the extent to which the English and Spanish versions correspond (adaptation fidelity), and (c) the translation of the manual and the cross-language comparison of measures to demonstrate that they yield comparable data when administered in English and Spanish.  相似文献   
7.
8.
Prior studies have shown that facial emotion displays communicate emotional states and interpersonal intentions. This study addressed gender differences in aggression based on the facial emotional cues expressed from a fictional opponent. A modified version of the competitive reaction time task (CRTT) was used to measure aggression. Participants (N = 251), between 18 and 35 years of age, were randomly assigned to one of the four conditions of the fictional opponents’ facial emotional cue displayed during the CRTT: anger, sadness, neutral, or the absence of facial expression. After each trial, participants were asked to report their own feelings and to choose a level of noise to administer to their opponent. Finally, motives for aggression were assessed. Results showed that women were less aggressive than men when receiving emotional cues of sadness and anger from the sender. In contrast, no gender differences occurred when a neutral expression was displayed or in the absence of any expression. In addition, men displayed similar levels of aggression across the four conditions, whereas women were more aggressive in both neutral and no feedback conditions than in the sad and anger conditions. Instrumental motives contributed to explaining the overall gender differences in aggression. These results suggest important moderator and mediator factors of gender differences in aggressive behavior.  相似文献   
9.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  相似文献   
10.
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