Computers in human behavior reports最新文献

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The conditioned follower: Enhancing followership self-expectations via Galatea training
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-21 DOI: 10.1016/j.chbr.2025.100597
Alex Leung, Laura Ashlock, Thomas Sy
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引用次数: 0
Longitudinal associations of Internet use with cognitive and social resources among older adults
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-21 DOI: 10.1016/j.chbr.2025.100598
Wei Xing Toh , Shuna Shiann Khoo
{"title":"Longitudinal associations of Internet use with cognitive and social resources among older adults","authors":"Wei Xing Toh ,&nbsp;Shuna Shiann Khoo","doi":"10.1016/j.chbr.2025.100598","DOIUrl":"10.1016/j.chbr.2025.100598","url":null,"abstract":"<div><h3>Objectives</h3><div>While cognitive and social resources are two commonly studied correlates of Internet use, their directionality with Internet use remains unclear. Therefore, we examined the potential reciprocal associations of cognitive and social resources with Internet use frequency in late adulthood.</div></div><div><h3>Method</h3><div>We analyzed three waves of longitudinal data from the English Longitudinal Study of Ageing (<em>M</em><sub><em>age</em></sub> = 67.62 years, <em>SD</em><sub><em>age</em></sub> = 9.62 years), with biennial follow-ups over 4 years. Using random-intercept cross-lagged panel models, we examined within-person cross-lagged associations involving self-reported Internet use frequency with the general and specific facets of cognitive (i.e., episodic memory and verbal fluency) and social (i.e., contact frequency, network size, and social support) resources.</div></div><div><h3>Results</h3><div>Our within-person findings indicated bidirectional associations between cognitive resources and Internet use, and unidirectional relations between Internet use and social resources. For cognitive resources, general and specific indicators of cognitive functioning at an earlier timepoint were positively linked to subsequent Internet use frequency. In turn, Internet use frequency positively preceded episodic memory, but not verbal fluency. For social resources, prior Internet use frequency was positively associated with the structure (i.e., contact frequency, size of socially close relationships), but not the quality (i.e., social support), of social relationships two years later. Conversely, social resources did not predict Internet use frequency.</div></div><div><h3>Conclusion</h3><div>Our findings shed light on the cognitive and social antecedents and outcomes of Internet use, thereby providing valuable insights for designing interventions that promote Internet adoption and quality of life among older adults.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100598"},"PeriodicalIF":4.9,"publicationDate":"2025-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143388167","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring influential factors of consumer purchase behavior on the adoption of digital payment apps in Bangladesh
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-16 DOI: 10.1016/j.chbr.2025.100587
Samanta Karmaker , Mst. Elma Fardouse Oishi , Abrar Qasem , Shad Been Sharif Sami , Jannatun Noor
{"title":"Exploring influential factors of consumer purchase behavior on the adoption of digital payment apps in Bangladesh","authors":"Samanta Karmaker ,&nbsp;Mst. Elma Fardouse Oishi ,&nbsp;Abrar Qasem ,&nbsp;Shad Been Sharif Sami ,&nbsp;Jannatun Noor","doi":"10.1016/j.chbr.2025.100587","DOIUrl":"10.1016/j.chbr.2025.100587","url":null,"abstract":"<div><div>The study of consumer purchase behavior and its connection to psychological factors provides critical insights into the decision-making process and mindset of the market. For any startup to succeed, it is crucial to understand the factors driving consumer behavior and their decision-making process when adopting new products and services. Our research focuses on the rapidly expanding digital payment app industry, intending to provide valuable insight for aspiring entrepreneurs, business people, and policymakers. By thoroughly examining the relationship between consumer purchase behavior and human psychology, we aim to shed light on the psychological and demographic factors influencing consumer behavior in Bangladesh. Our study explores how motivation, attitude, preference, perception, and demographic characteristics work together and shape consumer behavior, along with the impact of digital payment app adoption on consumer purchase patterns in Bangladesh. Primary data from 170 individuals was collected via a well-structured online survey. We utilized statistical analysis and tree-based machine learning techniques for quantitative analysis, and thematic analysis for qualitative data. Our findings indicate that factors such as brand recognition, availability, security, age, income, and user perception are among the most influential factors impacting consumer behavior in the context of digital payment apps.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100587"},"PeriodicalIF":4.9,"publicationDate":"2025-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143146929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A mixed-methods study on the effects of online dynamic assessment on L2 learners' motivation and speaking anxiety: Beyond the classroom perspectives
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-15 DOI: 10.1016/j.chbr.2024.100584
Ahmad Goodarzi , Ehsan Namaziandost
{"title":"A mixed-methods study on the effects of online dynamic assessment on L2 learners' motivation and speaking anxiety: Beyond the classroom perspectives","authors":"Ahmad Goodarzi ,&nbsp;Ehsan Namaziandost","doi":"10.1016/j.chbr.2024.100584","DOIUrl":"10.1016/j.chbr.2024.100584","url":null,"abstract":"<div><div>Despite well-documented evidence of dynamic assessment (DA) in improving second language learners' performance in traditional classes, its influence on the motivation and speaking anxiety of English as a Foreign Language (EFL) learners in online learning environments has remained largely under-investigated. This mixed-methods study examines the impact of online DA on the motivation and speaking anxiety of second/foreign language (L2) learners in an L2 context (Iran), extending the analysis beyond traditional classroom settings. For this purpose, the study involved 60 intermediate EFL learners, who were homogenized using the Oxford Quick Placement Test (OQPT) and randomly divided into a control (n = 30) and an experimental (n = 30) group. Pre-tests, interventions, and post-tests were administered using the Attitude/Motivation Test Battery (AMTB) and Speaking Anxiety Scale (SAS) to assess their motivation and speaking anxiety. Additionally, 10 EFL learners of the experimental participated in a focus-group interview to provide qualitative insights on the effectiveness of online DA. Data analysis was conducted using independent sample t-tests and a content analysis approach. Findings indicated a significant increase in motivation for the experimental group compared to the control group after the interventions. Furthermore, the experimental group showed better management of speaking anxiety at the end of the study. Additionally, the qualitative results highlighted four major themes: online DA enhances EFL learners' sense of achievement, online DA increases willingness to communicate, online DA encourages risk-taking, and online DA fosters positive attitudes. The study concludes with recommendations for stakeholders.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100584"},"PeriodicalIF":4.9,"publicationDate":"2025-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The liking gap online: People like us more than we think
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-15 DOI: 10.1016/j.chbr.2024.100582
Vanessa Y. Oviedo , Andrew J. Guydish , Jean E. Fox Tree
{"title":"The liking gap online: People like us more than we think","authors":"Vanessa Y. Oviedo ,&nbsp;Andrew J. Guydish ,&nbsp;Jean E. Fox Tree","doi":"10.1016/j.chbr.2024.100582","DOIUrl":"10.1016/j.chbr.2024.100582","url":null,"abstract":"<div><div>Generating perceptions of others is usually effortless, but determining how others perceive us is more demanding. People often underestimate how much others like them, a cognitive bias known as the liking gap. We examined how the communicative setting affected the liking gap in conversation. We conducted two experiments where participants interacted via text, audio, or video-chat, then switched to video-chat. In Experiment 1, participants worked on tangram tasks. After this, they completed a memory test of the tangrams seen. The liking gap was present across all settings with no significant differences between them. Recall of tangrams was best when switching from text-chat to video-chat. In Experiment 2, participants engaged in conversations about favorite movies and TV shows. After this, they recalled topics they discussed. Again, the liking gap persisted across settings with no significant differences. Recall of topics was best when switching from text-chat to video-chat and from audio-chat to video-chat.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100582"},"PeriodicalIF":4.9,"publicationDate":"2025-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Opinions on neural implants for children with cerebral palsy: A survey of the Australian cerebral palsy community
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-09 DOI: 10.1016/j.chbr.2025.100591
Samarth Shrivastava , Yvette Pollock , Ismail Sadozai , Petra Karlsson , Darryl Chiu , Simanto Saha , Luke Gordon , Tawanwart Thipayawat , Alistair McEwan
{"title":"Opinions on neural implants for children with cerebral palsy: A survey of the Australian cerebral palsy community","authors":"Samarth Shrivastava ,&nbsp;Yvette Pollock ,&nbsp;Ismail Sadozai ,&nbsp;Petra Karlsson ,&nbsp;Darryl Chiu ,&nbsp;Simanto Saha ,&nbsp;Luke Gordon ,&nbsp;Tawanwart Thipayawat ,&nbsp;Alistair McEwan","doi":"10.1016/j.chbr.2025.100591","DOIUrl":"10.1016/j.chbr.2025.100591","url":null,"abstract":"<div><div>The aim of this study was to understand the opinions of the Australian cerebral palsy (CP) community on neural implants for children with CP. An online survey was distributed by the CP Registers of two populous Australian states, seeking opinions on cochlear implants, spinal cord stimulators, and electrocorticography brain-computer interfaces. Participants rated how acceptable they found the use of each implant across age groups, while also detailing their concerns with each. Data were analysed using non-parametric statistics and conventional content analysis. Nine adults with CP and 43 parents/carers of people with CP completed the survey. Most participants found the use of each implant acceptable throughout childhood. However, especially for younger children, acceptability was higher for cochlear implants than for the two emerging devices. Common participant concerns were that the child may identify positively with their condition and the community, that the implant may not be effective for the various types and severities of CP, and that parents may not have enough information to decide that the benefits outweigh the risks. These findings provide initial validation to researchers that families of potential young users will consider such neural implants, while also reinforcing the need for transparent communication with the CP community.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100591"},"PeriodicalIF":4.9,"publicationDate":"2025-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147014","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Stigma and other public perceptions of recreational gaming and gaming disorder: A large-scale qualitative analysis
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-08 DOI: 10.1016/j.chbr.2024.100581
Christina R. Galanis, Daniel L. King
{"title":"Stigma and other public perceptions of recreational gaming and gaming disorder: A large-scale qualitative analysis","authors":"Christina R. Galanis,&nbsp;Daniel L. King","doi":"10.1016/j.chbr.2024.100581","DOIUrl":"10.1016/j.chbr.2024.100581","url":null,"abstract":"<div><h3>Introduction</h3><div>Individuals affected by addictive disorders commonly report stigma, which reduces engagement in treatment. To better understand the nature of stigma associated with gaming disorder, a new addictive disorder in the ICD-11, this study evaluated public perspectives of recreational and problem gaming.</div></div><div><h3>Methods</h3><div>An online survey recruited 1337 participants aged 35–50 years via <em>Prolific</em>. Participants were administered questions about: (a) perceptions of problem gaming as an addictive disorder; (b) public perceptions of gaming disorder as a diagnosis; and (c) perceptions of the utility of a gaming disorder category. A thematic analysis identified three primary themes: (1) <em>Public understanding of problem gaming</em>, (2) <em>Culture and context of attitudes towards gaming,</em> and (3) <em>Stigma responses to gaming</em>.</div></div><div><h3>Results</h3><div>Responses to a forced-choice survey question indicated that most (82%) participants endorsed problem gaming as an addictive disorder. Qualitative data indicated that some believed that a problem gaming diagnosis could increase stigma toward gaming and reduce treatment-seeking, whereas others believed that it would improve social supports and treatment availability. Gaming-related stigma affecting treatment engagement was associated with negative stereotypes about gamers (e.g., being ‘lazy’, ‘childish’, ‘toxic’) and gaming as an activity (e.g., ‘waste of time’, ‘dangerous for children’).</div></div><div><h3>Discussion</h3><div>This study shows that there are diverse views on problem gaming as a public health issue and mental disorder, and that these views are linked to perceptions of the need for resources and interventions. These data may inform research on gaming-related stigma experiences, as well as guide public health messaging to foster more balanced perceptions of gaming and reduce stigma judgments about individuals and families who experience gaming-related problems.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100581"},"PeriodicalIF":4.9,"publicationDate":"2025-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Examining the influential factors on the intention to use emulator applications among Gen Z: Integrating UTAUT2 and TPB for strategic insights into nostalgic gaming adoption and technology acceptance
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-07 DOI: 10.1016/j.chbr.2025.100590
Lanz Julian L. Buenaseda , Ardvin Kester S. Ong , Maela Madel L. Cahigas , Ma Janice J. Gumasing
{"title":"Examining the influential factors on the intention to use emulator applications among Gen Z: Integrating UTAUT2 and TPB for strategic insights into nostalgic gaming adoption and technology acceptance","authors":"Lanz Julian L. Buenaseda ,&nbsp;Ardvin Kester S. Ong ,&nbsp;Maela Madel L. Cahigas ,&nbsp;Ma Janice J. Gumasing","doi":"10.1016/j.chbr.2025.100590","DOIUrl":"10.1016/j.chbr.2025.100590","url":null,"abstract":"<div><div>The limited number of old consoles and the closure of online stores pose difficulties in preserving classic games today. This study integrated the UTAUT2 and TPB models, along with the extension of the nostalgia latent variable. Higher-order partial least squares structural equation modeling (PLS-SEM) was used to examine the intention of Gen Z gamers towards accepting emulator applications. In addition, the study employed a self-administered online survey among 302 participants selected through purposive sampling. The results showed significant influences on gaming intention, with attitude, perceived behavioral control, nostalgia, gaming intention, and UTAUT2 being significant variables. However, subjective norm shows insignificant effects. The results also showed the importance of regularly updating and improving emulator features to provide a better gaming experience. Strategic pricing was also identified as crucial in attracting users and recognizing the impact of nostalgia could open doors for partnerships with original game developers. This could make classic games more authentic and accessible to a wider audience. These findings could contribute to game developers and the gaming industry in providing better strategic implementation of nostalgic games on mobile platforms and serving as a guide in enhancing the efficiency and engagement of emulator applications.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100590"},"PeriodicalIF":4.9,"publicationDate":"2025-01-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring stakeholders' perspectives on esports players’ wellbeing and career prospects
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-07 DOI: 10.1016/j.chbr.2025.100589
Hee Jung Hong
{"title":"Exploring stakeholders' perspectives on esports players’ wellbeing and career prospects","authors":"Hee Jung Hong","doi":"10.1016/j.chbr.2025.100589","DOIUrl":"10.1016/j.chbr.2025.100589","url":null,"abstract":"<div><div>This study aims to explore the perceptions of key stakeholders in the esports industry regarding how players can ensure their wellbeing while practicing and competing, as well as their perspectives on the career prospects of esports players. While there has been a growing body of research on esports, including the topic of players' wellbeing, there is a lack of studies that explore stakeholders' perspectives on players' wellbeing and career prospects in the esports industry. This study employs a qualitative case study approach using semi-structured interviews to explore key stakeholders' perceptions including event organisers (<em>n</em> = 2), an international esports association (<em>n</em> = 1), a national esports federation (<em>n</em> = 1), a professional team (<em>n</em> = 1), and a sponsor (<em>n</em> = 1). The key stakeholders interviewed for the study are prominent and influential leaders in the esports industry. Through thematic analysis, three themes were identified: (a) Importance of Maintaining Physical Health, (b) Developing Life and Transferrable Skills, and (c) Understanding Esports Careers and Developing Future Plans. The findings highlight the significance of physical health, psychological resilience, communication skills, financial management, and career planning. These factors positively impact on players' wellbeing and career prospects, not only during their active esports career but also in their post-esports career. This exploratory study, thus, offers in-depth insights from key industry leaders, emphasising the need for focused support mechanisms for esports players. This encourages further investigation into players’ wellbeing and career prospects, providing additional empirical evidence to establish effective support systems.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100589"},"PeriodicalIF":4.9,"publicationDate":"2025-01-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users
IF 4.9
Computers in human behavior reports Pub Date : 2025-01-06 DOI: 10.1016/j.chbr.2025.100586
Marco Cremaschi , Giulia Rosemary Avis , An Qi Zhao , Elia Guarnieri , Anna Panzeri , Andrea Spoto
{"title":"PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users","authors":"Marco Cremaschi ,&nbsp;Giulia Rosemary Avis ,&nbsp;An Qi Zhao ,&nbsp;Elia Guarnieri ,&nbsp;Anna Panzeri ,&nbsp;Andrea Spoto","doi":"10.1016/j.chbr.2025.100586","DOIUrl":"10.1016/j.chbr.2025.100586","url":null,"abstract":"<div><div>This paper explores the digitalisation of token economy principles within the context of mental health care, focusing on the <span>PEnguIN</span> application. As part of the Digital Intervention in Psychiatric and Psychological Services (DIPPS) project, the app aims to enhance therapeutic adherence among young patients experiencing Ultra-High Risk and First Episode Psychosis. It employs gamification elements, avatars, and a token economy system to foster engagement and self-expression. The study presents preliminary usability testing, employing a mixed-methods approach to assess the app’s acceptability and identify potential issues. The findings provide valuable insights for future developments in the digitisation of psychodiagnostic and psychiatric tools, contributing to innovative mental health therapy approaches through technology.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100586"},"PeriodicalIF":4.9,"publicationDate":"2025-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143147011","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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