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31.
Metaphysics     
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32.
Our library has previously investigated the potential impact the addition of contents notes on circulation. In a subsequent study, we found contents notes were the second metadata element most heavily linked to circulation (title was first). Since there has been a marked decline in the use of print resources at our library and a corresponding increase in digital resources, we wanted to know if the addition of contents notes to records for online streaming audio files would result in a similar increase in usage. After enhancing the records, we tracked usage for a period of three months.  相似文献   
33.
Although the USSR and the United States had a comparable number of employees in the field of scientific information, there was a substantial difference in funding, which resulted in a lack of information support for Soviet scientists. While 90% of the publications in the United States were available almost immediately after their release, in the USSR they were delayed by 1.5 to 2 years. Since the publication of the Abstracts Journal by VINITI (AJ), its content was consistently expanding and reached its peak in 1990 (1.5 million documents per year). The next quarter of a century was characterized by a decline in both the composition of the AJ and the time required for its document coverage. The steps for restructuring VINITI activities are discussed. The focus is made on improving the limited coverage of the Russian-language part of the global flow of scientific information by Western information systems.  相似文献   
34.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   
35.
Binge-watching—the intensive, consecutive viewing of televised series—has become a prevalent usage pattern of entertainment media, which may influence users’ psychological well-being both positively and negatively: On the one hand, binge-watching could increase viewers’ enjoyment, recovery experiences, and vitality through an increase in perceived autonomy. On the other hand, binge-watching can trigger goal conflicts and feelings of guilt, which may reduce well-being. Drawing on an online survey (N = 499), the present study examines the tension between these two mechanisms and their effects on users’ well-being. The data largely support the hypotheses: Binge-watching is perceived as recreational as long as goal conflicts and feelings of guilt can be avoided. Well-being, on the other hand, is positively affected by binge-watching-induced increases in perceived autonomy. These results corroborate the central role of self-determination as a link between media reception, media enjoyment, and psychological well-being.  相似文献   
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