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This entry in the Oxford Library of Psychology compiles cutting-edge research organized around the concept "molecular psychology," which applies principles of molecular biology to the study of behavior and its neural underpinnings. Chapters draw on molecular methods covering candidate genes, genome-wide association studies, copy number variations, gene expression studies, and epigenetics while addressing the ethical, legal, and social issues to emerge from this new and exciting research approach.
This book represents one of the cornerstones of the series Studies in Neuroscience, Psychology and Behavioral Economics. It is divided into eight sections, starting with an introduction to neuroeconomics followed by an overview of frequently applied experimental paradigms (games) in neuroeconomics research. Furthermore, it addresses the molecular basis of human decision making, environmental/situational factors and social contexts influencing human decision making, as well as translational and developmental/clinical approaches to neuroeconomics. In closing, a paper on neuro-marketing demonstrates how knowledge from neuroeconomics research can be applied in “real life.” Culminating in an extensive methods section, in which eight different neuroscience techniques are introduced, the book offers an essential resource for researchers and practitioners, and may also be beneficial for graduate students.
Collection of descendants of Hans Hildebrand Ziegenfuss who lived around 1650 in the Eichsfeld area in Thuringia, Germany. This 3rd Edition contains the data of about 22,000 individuals (as of December 2021). The most recent Data you always can find at my homepage at https://www.ziegenfuss-genealogy.de Keywords: Genealogy, Family tree, Ziegenfuss, Ziegenfuss, Eichsfeld, Ancestry, Marco Born
Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the Americ...