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1.
This study reports on the direct observations of customers in two U.K. betting offices gambling on horse and dog races. These observations revealed that bets were more frequently placed in the last minutes just prior to the start (the OFF), and that this was caused by high-frequency gamblers (customers who had eight or more bets in a session) consistently placing their bets in the last two minutes prior to the OFF. Low-frequency gamblers (three or fewer bets/session) avoided this time period placing their bets earlier, or after the OFF, i.e., on a later race. It was argued that the betting behavior of the “gamblers” could not be explained either in terms of “skillful betting” or solely in terms of variable ratio schedules but was more adequately accounted for in terms of an interval schedule. It was further suggested that time-based schedules might be of heuristic value in generally understanding persistence at gambling while losing.  相似文献   
2.
自身得失对朋友博弈结果评价的影响:来自ERPs的证据   总被引:1,自引:0,他引:1  
本研究通过经典的金钱博弈任务, 以FRN和P300为反应指标, 探讨了自身获益或损失对朋友结果评价分别会产生何种影响, 以及这种影响模式是如何受到个体自我建构方式调节的。结果发现, 在自身获益条件下, 观看朋友损益之间的FRN和P300差异不再存在; 在自身损失条件下, 虽然观看朋友输赢之间的P300差异消失了, 但FRN差异依然显著。不仅如此, 无论自身得失, 独立型自我建构启动组在观看朋友损益上的FRN差异均不再显著, 但在自身获益后看到朋友损失能激发更强的P300波幅。本研究结果表明:(1) 对朋友的结果评价模式并非固定不变, 而是会随个体自身所处得失境遇的不同而有所区别; (2) 相对于互依型自我建构启动组, 独立型自我建构启动组在面对朋友的得失时表现得更为冷漠并更具竞争性。  相似文献   
3.
Attention-Deficit/Hyperactivity Disorder (ADHD) is related to suboptimal decision making in experimental tasks and to real-life risk-taking behavior (RTB) such as substance abuse and unsafe traffic conduct. In this preregistered study, we tested whether these associations are mediated by need for cognition—the extent to which one tends towards, and enjoys, analytical thought. In a large sample of young adults (N = 463, Mage = 19.7 years), we tested whether need for cognition mediated the association between self-reported ADHD symptoms on the one hand and decision-making strategy complexity on an experimental gambling task and self-reported real-life RTB on the other hand. Preregistered confirmatory analyses indicated first that ADHD symptoms were positively associated with real-life RTB, but the association was not mediated by need for cognition. Second, ADHD symptoms were not related to decision-making strategy complexity, and need for cognition was not a significant mediator. Explorative analyses revealed that (a) need for cognition was associated with higher decision-making accuracy and slower reaction time; (b) need for cognition was related to inattentive but not to hyperactive/impulsive ADHD symptoms; (c) need for cognition was associated with health-related RTB but not interpersonal RTB; and (4) only the association between inattention and health-related RTB was mediated by need for cognition. We conclude that need for cognition is not a mediator in the association between ADHD symptoms and RTB. Additionally, we conclude that neither ADHD symptoms nor need for cognition predict decision-making strategy complexity. Implications for both future research and clinical practice are discussed.  相似文献   
4.
This study evaluated the efficacy of a group cognitive treatment for pathological gambling. Gamblers, meeting DSM-IV criteria for pathological gambling, were randomly assigned to treatment (N=34) or wait-list control (N=24) conditions. Cognitive correction techniques were used first to target gamblers' erroneous perceptions about randomness, and then to address issues of relapse prevention. The dependent measures used were the DSM-IV criteria for pathological gambling, perceived self-efficacy, gamblers' perception of control, desire to gamble, and frequency of gambling. Post-treatment results indicated that 88% of the treated gamblers no longer met the DSM-IV criteria for pathological gambling compared to only 20% in the control group. Similar changes were observed on all outcome measures. Analysis of data from 6-, 12- and 24-month follow-ups revealed maintenance of therapeutic gains. Recommendations for group interventions are discussed, focusing on the cognitive correction of erroneous perceptions toward the notion of randomness.  相似文献   
5.
6.
"Chasing ones losses" is a key symptom among pathological gamblers (PGs). This study focuses on quantitative differences in episodic chasing (i.e., sequences of disadvantageous decisions within a single gambling session) between PGs and non-pathological gamblers (NPGs). We compared 61 PGs and 39 NPGs on the Iowa Gambling Task (IGT) and the Zuckerman Sensation Seeking Scale (SSS). The PGs showed significantly more chasing and had significantly poorer decision-making strategies than NPGs, particularly among males (F = 4.52, p < 0.05). Random players were significantly less sensation seeking than advantageous and disadvantageous (i.e., chasing) players, but there was no interaction with group or gender. The results suggest that quantifiable within-session gambling behavior holds important implications for detecting underlying vulnerabilities to gambling pathology.  相似文献   
7.
The current study evaluated the effect of participating in simulated gambling activities on happiness levels of 3 nursing home residents. A 4‐component analysis was used to measure objective responses associated with happiness during baseline, varying durations of engagement in simulated gambling activities, and 2 follow‐up periods. Results indicated that all residents exhibited a higher percentage of happiness levels while engaged in simulated gambling activities compared with baseline. Follow‐up assessment took place 10 min and 30 min following the intervention; no lasting effects were observed.  相似文献   
8.
During laboratory gambling tasks participants are not typically allowed to wager their personal wealth. Instead, wealth is simulated by telling participants they have been endowed with game tokens that will be later exchanged for money. Past research indicates that participants undervalue game tokens following this procedure, which leads to elevated risk taking compared to procedures that add saliency or realism to the monetary payoff. A between-subjects experiment tested whether showing a picture of money during the endowment instructions and repeating token-money exchange information during the session influenced participants' preference for risky and riskless options. The results showed no effect of the money picture. However, repeated token-money exchange information significantly decreased risk taking. Together with past studies, this finding suggests that endowment procedures might establish greater value in game tokens, and therefore better simulate personal wealth, when the eventual exchange between game tokens and money is made more salient to participants.  相似文献   
9.
《The Journal of psychology》2013,147(5):434-438
The authors examined the effect of messages and pauses, presented on video lottery terminal screens, on erroneous beliefs and persistence to play. At posttest, the strength of erroneous beliefs was lower for participants who received messages conveying information about randomness in gambling as compared to those who received pauses. Pauses also diminished the strength of erroneous beliefs, and there was no difference between the effects of pauses and messages on the number of games played. The authors discuss these results in terms of the use of messages and pauses on video lottery terminals as a strategy for promoting responsible gambling.  相似文献   
10.
The aims of this study are to assess impulsive sensation seeking among online poker players and to study the links between impulsive sensation seeking and gambling practice.  相似文献   
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