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1.
The development and initial psychometric properties of an adolescent gambling problem severity measure are described. The scale, based on a revision of the South Oaks Gambling Screen (Lesieur & Blume, 1987), was administered to 1,101 older (ages 15 to 18) Minnesota adolescents as part of a state-wide gambling survey. Study results indicated that the scale had moderate internal consistency reliability and was significantly related to alternate measures of problem severity for male subjects. Because the rate and severity of gambling among females was very low, the psychometric adequacy of the scale for females is not known at this time. The implications of study findings to the conceptual understanding of adolescent gambling problem severity as well as study limitations and future research needs, are discussed.Support for the study was provided by the Minnesota Department of Human Services and the Center for Addiction Studies, University of Minnesota, Duluth. The authors gratefully acknowledge the assistance from Robert Blum, Linda Harris, Durand Jacobs, J. Laundergan, Alan Mathiason, Brenda Miller, James Schaefer, school officials from the participating high schools, and interviewers who assisted with the telephone survey.  相似文献   
2.
We measured the use of patronizing speech among young adults who were instructed to provide directions (via an internet connection) to a newcomer to campus described as 21 or 65?years old. As predicted, the acoustic properties used with older adults were moderated by the speakers?? history with older unrelated adults (no comparable effects were found for speakers?? history with grandparents). Participants with relatively low contact with unrelated older adults were more likely than those with high contact to be judged as sounding ??patronizing?? and to display acoustical properties associated with patronization (high vocal intensity, high pitch) with older newcomers. However, participants showed a shared tendency to speak more slowly to older than young adults. Findings inform our understanding of the circumstances under which ageist speech is amplified or attenuated.  相似文献   
3.
This paper uses factor analysis to analyze Californians’ voting on 12 propositions considered during the 2008 general election. The result is to create quantitative representations of shared mental models. After generating two county-level shared mental model indices, the indices are further examined to explain their variation across counties and to evaluated their performance as substitutes for previous presidential voting as an independent variable in a presidential voting model.  相似文献   
4.
Normative samples have been shown to rate their personal wellbeing (PWB) as positively high and high PWB is associated with many enduring benefits. Cummins (J Happiness Stud 10(6):1–17, 2009) has suggested that PWB has an equilibrium that is set at a rather high positive state and maintained through psychological mechanisms he termed homeostatic protected mood (HPM). Investigators who have explored PWB and mental health disorders have often focused on schizophrenia in adult populations, with varied results, and scant attention has been paid to clinical samples of youth with emotional and/or behavioral disorders. The purpose for this report was to explore the level of PWB reported by a subsample of youth who accessed residential treatment (n = 30) and intensive home based treatment (n = 33) at 12–18 months post-discharge, and explore whether clinical variables could predict PWB. Many youth reported high PWB despite experiencing continued challenges in symptoms and psychosocial functioning. Demographic and clinical characteristics did not predict participants’ PWB scores, lending support for the HPM theory with this sample of youth with emotional and behavioral disorder.  相似文献   
5.
Cue-reactivity has received increased attention in addiction research, though not for gambling in particular. We examined cue reactivity in 18 problem gamblers by accompanying them to a gaming casino and measuring their subjective urge to gamble over a 1-h period. Half of the sample was additionally exposed to a gambling-specific negative mood induction (NMI) manipulation via guided imagery. Overall, about two-thirds of the sample reported moderate to high-gambling urges during the casino exposure. Additionally, the NMI reduced cue-reactivity. Finally, gambling urges in both groups decreased over the course of the exposure sessions. These findings suggest that a majority of problem gamblers experience the urge to gamble when exposed to gambling cues and that the intensity of these urges decrease with time, especially in the presence of a gambling-relevant NMI. Cue exposure should be studied further as a potential tool in the treatment of problem gambling.  相似文献   
6.
Young adulthood is a period renowned for engagement in impulsive and risky behaviors, including gambling. There are some indications that young adults exhibit higher gambling rates in comparison to older adults. Problem gambling has also been linked to ADHD. This longitudinal study examines the relationship between gambling and ADHD among an epidemiological sample of young adults (n = 235; males = 179, females = 56) aged 18-24. Results indicate that individuals who report childhood ADHD symptoms which persist into young adulthood experience greater gambling problem severity than participants with no ADHD or those with non-persistent ADHD.  相似文献   
7.
Recently, efforts to model and assess a system's resilience to disruptions due to environmental and adversarial threats have increased substantially. Researchers have investigated resilience in many disciplines, including sociology, psychology, computer networks, and engineering systems, to name a few. When assessing engineering system resilience, the resilience assessment typically considers a single performance measure, a disruption, a loss of performance, the time required to recover, or a combination of these elements. We define and use a resilient engineered system definition that separates system resilience into platform and mission resilience. Most complex systems have multiple performance measures; this research proposes using multiple objective decision analysis to assess system resilience for systems with multiple performance measures using two distinct methods. The first method quantifies platform resilience and includes resilience and other “ilities” directly in the value hierarchy, while the second method quantifies mission resilience and uses the “ilities” in the calculation of the expected mission performance for every performance measure in the value hierarchy. We illustrate the mission resilience method using a transportation systems‐of‐systems network with varying levels of resilience due to the level of connectivity and autonomy of the vehicles and platform resilience by using a notional military example. Our analysis found that it is necessary to quantify performance in context with specific mission(s) and scenario(s) under specific threat(s) and then use modeling and simulation to help determine the resilience of a system for a given set of conditions. The example demonstrates how incorporating system mission resilience can improve performance for some performance measures while negatively affecting others.  相似文献   
8.
A method of therapy for families with an acting out adolescent or young adult is presented, as is a rationale for the method. The aim of the approach is to alter the underlying problem of immaturity that is hypothesized to exist in these families. Emphasis is placed on working with the parents in a systematic way over an extended period of time. As progress is made by the parents, an emotional crisis is created in the adolescent that can then be used by him as the basis for extensive change. The therapy of the parents proceeds in phases: 1) preparation for a long-term effort; 2) rethinking and objectively evaluating the nature of the relationship with the adolescent in specific areas; 3) translation of the newly gained perspective into action positions vis-à-vis the adolescent; and 4) non-child-focused therapy.  相似文献   
9.
The purpose of this study was to compare rates of gambling among Minnesota public school students between 1992, 1995, and 1998. The three samples included 75,806 students in the 9th and 12th grades in 1992; 73,897 9th and 12th grade students in 1995; and 78,564 9th and 12th grade students in 1998. Students were administered the Minnesota Student Survey, a 121-item, anonymous, self-administered, paper-and-pencil questionnaire that inquires about multiple behavioral domains, including gambling behaviors. The same questionnaire, with minor revisions to the gambling items, was administered in 1992, 1995, and 1998 to students in their classrooms by the Minnesota Department of Education. The results showed two opposite trends. On the one hand, fewer students gambled in 1998 than in 1995 and 1992. On the other hand, there was a small, but growing number of 12th grade students who gambled frequently. In terms of trends over time for specific games, the lottery showed a significant decline in the number of 9th grade students who played at all. There was also a significant increase in the number of 12th grade students who played the lottery weekly or more often. The findings that frequent lottery gambling has increased among 12th grade students and that underage gambling continues among these students, are both cause for concern. This is the first generation of youth to be exposed to widespread accessability to legalized gambling venues and gambling advertising. Legalized gambling may be a new "rite of passage" for some of today's youth. It will be important to continue to monitor youth gambling and to provide information and resources to assist youth in making healthy decisions about their gambling behavior.  相似文献   
10.
The results of this study support the notion that pathological gamblers drawn from the community would score higher on all three scores from the YBOCS than light gamblers. Consistent with hypotheses, pathological gamblers (lottery and scratch ticket) reported more obsessions, compulsions, and avoidance behavior than the light gamblers, and also reported having more urges to engage in injurious behaviors to themselves and others. These findings provide evidence that pathological gambling falls in a spectrum or family of disorders which have obsessive-compulsive disorder at its core. These findings support McElroy, Hudson, Philips, et al.'s (1993) suggestions of similarities between OCD and Impulse Control Disorders, and extend Blaszczynski (1999) findings of overlap between pathological gamblers and OCD in a treatment population. Heavy gamblers also reported significantly more hoarding symptoms and compulsive buying than light gamblers. More research in this area may show further evidence of a spectrum of disorders with obsessive compulsive disorder at its core, and show further links between impulse control disorders (such as pathological gambling) and OCD.  相似文献   
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