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The extant literature has suggested relationships between an individual's chronotype (in relation to morningness/eveningness) and several outcomes, including addictive disorders, psychological distress and daytime sleepiness. Moreover, sleep quality has been proposed to be a mediator in the aforementioned relationships. Consequently, the aim of the present study was to investigate the complex relationship between morningness/eveningness, problematic social media use, psychological distress and daytime sleepiness, with the potential mediators of sleep quality and insomnia. All participants (N = 1,791 [30.1% males]; mean age = 27.2 years, SD = 10.1) completed a battery of psychometric scales, including a reduced version of the Morningness‐Eveningness Questionnaire (at baseline), the Pittsburgh Sleep Quality Index and Insomnia Severity Index (1 month after baseline assessment), the Bergen Social Media Addiction Scale, the Hospital Anxiety and Depression Scale, and the Epworth Sleepiness Scale (2 months after baseline assessment). The impacts of morningness‐eveningness on problematic social media use, anxiety, depression and daytime sleepiness were found in the mediation models. Furthermore, the mediated effects of insomnia and sleep quality were observed. The present study's results emphasize the importance of promoting healthy sleep habits and sleep hygiene behaviours, and that of early detection of sleep problems among individuals who have the eveningness chronotype, because this would significantly improve their health outcomes.  相似文献   
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Personality differences are important determinants of problematic online behaviors. The purpose of the present study was to investigate the mediating role of loneliness, depression, and online gaming motives and moderating role of age on the relationship between trait emotional intelligence (EI) and Internet gaming disorder (IGD) via the construction of a multiple mediation model. A total of 478 online gamers completed a self-report online survey, including validated psychometric scales assessing the aforementioned constructs. Results indicated that trait EI was directly and indirectly associated with IGD and that the motive of escape was a partial mediator between trait EI and IGD among the total sample and adult gamers, but not among adolescents. Moreover, trait EI was associated with coping, skill development, fantasy, and recreation gaming motives only among total sample and adult gamers, and the escape motive was positively associated with IGD among total sample and adult gamers. However, among these relationships, only the association between trait EI and fantasy was significantly moderated by age group. Furthermore, the direct effect of trait EI was stronger among adolescent gamers when compared to adult gamers. Results showed that trait EI is inversely associated with IGD and affects gaming for different motives among adolescent and adult gamers.

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Research has demonstrated that exercising has health promoting effects. However, if habitual sporting activities become uncontrollable, detrimental health consequences can occur among a minority of individuals. Furthermore, such obligatory exercise can cause serious decline in school/work productivity, as well as financial problems, relationship problems, and poor psychological and physical wellbeing. The aim of the present study was to compare characteristics related to exercise dependence (ED) between recreational exercisers and amateur competitors. A total of 1439 participants (41.4 % male; mean age = 32 years) completed a battery of measures including the Exercise Dependence Scale (EDS), SCOFF, Well-Being Questionnaire, and Rosenberg’s Self-Esteem Scale. Results showed that 6.5 % of participants identified themselves as amateur competitive exercisers. Amateur competitors exercised significantly more (6.4 h) than non-competitor recreational exercisers (4.6 h). Amateur competitors also scored significantly higher on the EDS. Significant effects were found between competing and self-esteem concerning ED. Results showed that both features had a strong effect on ED. The study highlights the connection between ED symptoms and lower self-esteem and/or lower levels of subjective wellbeing. These influential factors are worth considering when planning preventive interventions addressing ED for both amateur competitors and non-competitive recreational athletes as well as when promoting sport as a healthy activity.  相似文献   
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ObjectiveThe Section III of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) proposed nine diagnostic criteria and five cut-point criteria for Internet Gaming Disorder (IGD). We aimed to examine the efficacy of such criteria.MethodsAdults (n=3041, men: 1824, women: 1217) who engaged in internet gaming within last 6 months completed a self-report online survey using the suggested wordings of the criteria in DSM-5. Major characteristics, gaming behavior, and psychiatric symptoms of IGD were analyzed using ANOVA, chi-square, and correlation analyses.ResultsThe sociodemographic variables were not statistically significant between the healthy controls and the risk group. Among the participants, 419 (13.8%) were identified and labeled as the IGD risk group. The IGD risk group scored significantly higher on all motivation subscales (p<0.001). The IGD risk group showed significantly higher scores than healthy controls in all nine psychiatric symptom dimensions, i.e., somatization, obsession-compulsion, interpersonal sensitivity, depression, anxiety, hostility, phobic anxiety, paranoid ideation, and psychoticism (p<0.001).ConclusionThe IGD risk group showed differential psychopathological manifestations according to DSM-5 IGD diagnostic criteria. Further studies are needed to evaluate the reliability and validity of the specific criteria, especially for developing screening instruments.  相似文献   
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On the basis of the material available both in the scientific literature and on the web, this paper aims to provide a pharmacological, chemical and behavioural overview of the novel compound methoxetamine. This is a dissociative drug related to ketamine, with a much longer duration of action and intensity of effects. A critical discussion of the availability of information on the web of methoxetamine as a new recreational trend is here provided. Those methodological limitations, which are intrinsically associated with the analysis of online, non-peer reviewed, material, are here discussed as well. It is concluded that the online availability of information on novel psychoactive drugs, such as methoxethanine, may constitute a pressing public health challenge. Better international collaboration levels and novel forms of intervention are necessary to tackle this fast-growing phenomenon.  相似文献   
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Background  

Earlier results concerning alcohol consumption of bereaved persons are contradictory. The aim of the present study was to analyze the relationship between bereavement and alcohol consumption accounting for time and gender differences on a nationally representative sample from Hungary ("Hungarostudy Epidemiological Panel Survey", N = 4457)  相似文献   
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Continued diversification and use of new psychoactive substances (NPS) across Europe remains a public health challenge. The study describes health and social consequences of recent NPS use as reported in a survey of marginalised, nightlife and online NPS users in the Netherlands, Hungary, Portugal, Ireland, Germany and Poland (n = 3023). Some respondents were unable to categorise NPS they had used. Use of ‘herbal blends’ and ‘synthetic cannabinoids obtained pure’ was most reported in Germany, Poland and Hungary, and use of ‘branded stimulants’ and ‘stimulants/empathogens/nootropics obtained pure’ was most reported in the Netherlands. Increased heart rate and palpitation, dizziness, anxiety, horror trips and headaches were most commonly reported acute side effects. Marginalised users reported substantially more acute side effects, more mid- and long-term mental and physical problems, and more social problems. Development of country-specific NPS awareness raising initiatives, health and social service needs assessments, and targeted responses are warranted.  相似文献   
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The role of psychoactive substance use in the research of artistic creation and creativity is a long-standing topic. Ever since the discovery of LSD, researchers have examined the relationship between the effects of chemical substances and the artistic creative process. The goal of the present study was to systematically review all published empirical publications and case reports in refereed journals that focus on the relationship between psychoactive substances and creativity/creative artistic process. A total of 19 studies were identified that met the inclusion and exclusion criteria. Results were difficult to summarize because of the different study questions asked, the diverse methods used, the different samples applied, and the various substances examined. The general results suggest that there is an association between creativity and substance use. However, the studies were unable to show that substance use directly contributed to the growth of creativity or facilitated creative artistic process. It is concluded that specific skills may be subject to change as a consequence of substance use, and consequently may have an effect on the style of creation.  相似文献   
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Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.  相似文献   
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