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991.
Compared to Internet and mobile communications, computer and video games are little used for psychotherapy, (psychosocial) counseling or coaching. This also applies to Serious Games, i.?e. interactive computer games that train cognitive or behavioral skills in a digital learning environment. Avatar-based coaching can be relevant for the coaching practice which includes design features and functional principles of Serious Games and whose example can be used to derive usage potential and risks for both coachs and clients.  相似文献   
992.
Intercultural coaching takes place in the highly complex reality of a globalized world. The coachee is an individual acting in the situational context of his assignment and his corporate culture. He has been socialized in his own culture, but is communicating and interacting with people who have been socialized in different cultures. In order to identify and solve problems, all three aspects (person, situation, culture) have to be considered. Some aspects may have more influence than others may, but they combine in a closely interwoven system. The authors outline the theoretical background of intercultural coaching and illustrate the process with case studies.  相似文献   
993.
994.
Globalization and contemporary technology have made international virtual teamwork a routine aspect of daily business. The requirements are very complex; the results often disappointing. We have identified nine critical success factors that are crucial to successful international cooperation. Our Internet survey tool, the Team Power Profiler, analyzes both the strengths and weaknesses of international virtual teams, and in doing so offers a framework for effective coaching.  相似文献   
995.
International studies show that the globalization and liberalization of modern societies often are experienced as a profound self-confusion. As an answer to these fundamental attacks on their self-esteem, many people develop extreme belief systems, which help them to regain self-confidence and self-assurance. Based on two examples of radicalization – xenophobia and veganism- some underlying psychological processes are discussed. As some consequences of radicalization for societies can be expected, e.?g. a strong hostile social polarization, a growing incompetence to adjust to a world of permanent change, or the total refusal to engage in dialogue. However, some hope offers the civil society in their resolute concountering radicalism to defend the virtues of democracy.  相似文献   
996.
International coopetition has rarely been studied in relation to innovation. Further exploration of effects of international coopetition, i.e. the pursuit of simultaneous cooperation and competition, on a firm’s innovation performance is especially important as such a relationship is challenging with a high propensity to fail. This observation formed the point of departure for this study, which aims to increase the understanding of the effects of international coopetition on firm innovativeness and how these effects are conditioned on the magnitude of the organizational adjustments a firm introduces. We use an unbalanced panel of 9839 firms that participated in four waves of the Swedish Community Innovation Survey between 2008 and 2014 as our empirical base. We illustrate that firms that cooperate with competitors internationally are more likely to exhibit higher propensity to introduce radical innovations, yet this effect is conditioned upon the magnitude of organizational adjustments. Overall, our study contributes to the understanding of the implications of international coopetition and what a firm needs to benefit from it.  相似文献   
997.
Collaboration with rivals is viewed as a way to achieve superior performance of firms in terms of innovation output. Yet empirical results show that coopetition may either foster, hamper or be neutral to innovation. The motivation of our study resides in firms’ heterogeneity in terms of their innovative capacity, that is innovativeness, in order to better understand the complex relationship between coopetition and innovation. We explore the interdependency between organizational innovativeness and coopetition. Our study has been conducted in the Polish video game industry. The data has been collected through a survey administered to all 506 identified Polish video game developers, with an effective sample of 84 coopetitors. We run correlation and regression analyses in a multidimensional approach to organizational innovativeness and coopetition. Our findings show that coopetition is a popular strategy for video game developers, and is adopted by 68% of firms. Organizational innovativeness and its particular dimensions are positively and significantly related to both direct and indirect coopetition. Based on factor analysis we find its three components to be reliable: openness and encouragement to innovate; strategic innovative focus; and extrinsic monetary motivation. While extrinsic monetary motivation does not play a role in coopetition of video game developers, openness and encouragement to innovate stimulates especially indirect coopetition, while strategic innovative focus affects especially direct coopetition.  相似文献   
998.
Coopetition has the potential to improve entrepreneurship and innovation. It will be prevalent in coworking-spaces building a growing field for individual and corporate entrepreneurship. The individuals’ physical closeness in the professional and social space of the coworking-space eases multifaceted transfers of explicit and implicit knowledge, stimulating creation, transfer, overhaul, and implementation of entrepreneurial ideas. While entrepreneurs in these coworking-spaces collaborate on sharing knowledge and resources and on finding creative ideas from which can breed new venture concepts, they simultaneously compete on the appropriation of values. Thus, entrepreneurs in coworking-spaces face coopetitive tensions of creating and appropriating the values. Based  on  interview data and secondary sources, this paper explains four different prototype institutions of coworking-spaces: the corporate coworking-space, the open corporate coworking-space, the consultancy coworking-space, and the independent coworking-space. Study explains different tensions of value creation and appropriation that occur within the coopetition in the different forms of coworking-spaces.  相似文献   
999.
This special issue is an outcome of the 2017 Global Innovation and Knowledge Academy (GIKA) Conference, which took place at ISEG School of Economics and Management, Lisbon, Portugal, between June 28th and 30th, 2017. As the seventh of its kind, the 2017 GIKA Conference continued to attract the attention of scholars from around the world, receiving more than 600 submissions, only 300 of which were accepted for presentation at the conference. The topic of this special issue—the relation between coopetition and innovation/entrepreneurship—had an own track at the GIKA Conference, which served as a first round review for some of the submissions to the journal. The special issue was also open for external submissions.  相似文献   
1000.
This paper experimentally examines the impact of contract design on insurance fraud. We test how fraud behavior varies for insurance contracts with full coverage, a straight deductible or claim-dependent premiums (bonus-malus contracts), in a setup where rational and selfish individuals have an incentive to always claim the maximum possible indemnity. We find a substantial impact of contractual arrangements: Deductible contracts lead to a greater extent to claim build-up than full coverage contracts. In contrast, bonus-malus contracts that entail the same net gains from fraud as deductible contracts do not increase claim build-up. Thus, our results indicate that bonus-malus contracts may be superior to deductible contracts for behavioral reasons.  相似文献   
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