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41.
The aims of this investigation were (1) to measure the impact of arts-related activities on the perceived quality of life of a representative sample of British Columbians aged 18 years or more in the spring of 2007, and (2) to compare the findings of this study with those of a sample of 1,027 adults drawn from five B.C. communities (Comox Valley, Kamloops, Nanaimo, Port Moody and Prince George) in the fall of 2006. Seven hundred and eight British Columbians responded to a mailed out questionnaire, and the working data set was weighted by age and education to match the 2006 census statistics for the province, yielding a fairly representative sample. Speaking quite generally, about 62.0% of the results for the two samples are very similar. In particular, in both surveys we found that (a) among arts-related activities in which people participate relatively infrequently (i.e., participation is counted in times per year rather than in hours per week), live theatre is supreme in the strength of its positive correlation with respondents’ perceived quality of life measured in 7 different ways, and (b) compared to 4 demographic variables (age, education, household income and body mass index), household income had the highest average, positive correlation with 7 different measures of respondents’ overall life assessments, namely, self-assessed general health, satisfaction with life as a whole (single item), happiness, satisfaction with the quality of life, satisfaction with life as a whole (5-item index), contentment with life (5-item index) and subjective wellbeing (4-item index). Different results were found in the province-wide versus the five-communities survey for the following, among other things, (a) compared to all 7 life assessment measures, for the province, satisfaction with the quality of life and happiness had the largest number of significant correlations with arts-related activities measured in hours per week engaged, while for the five communities, the single measure of satisfaction with the quality of life had the largest number of significant correlations, and (b) For the province, compared to all 7 life assessment measures, satisfaction with the quality of life had the largest number of significant correlations with arts-related activities measured in times per year engaged; for the five communities, compared to all 7 life assessment measures, self-assessed general health had the largest number of significant correlations with arts-related activities measured in times per year engaged.  相似文献   
42.
Students recruited from psychology undergraduate university populations are commonly used in psychology research, including gambling studies. However, the extent to which the use of this subpopulation produces findings that can be extrapolated to other groups is questionable. The present study was designed to compare results from university-recruited psychology student gamblers to those obtained from a sample of gamblers recruited from the general population that also included students. An online survey measuring gambling behavior and Internet gambling, attitudes and knowledge about gambling and problem gambling severity was posted on websites accessed by gamblers. Participants were recruited from two sources, a psychology undergraduate university population (n = 461) and online websites (n = 4,801). Results showed university-recruited students differed significantly from both adults and students recruited from the general population in respect to demographic variables and gambling behavior. Psychology undergraduate students were younger, more likely to be female, and had lower incomes. When relevant demographic variables were controlled, psychology undergraduate students were found to gamble less frequently, at different times, and to be at lower-risk for gambling-related problems, but had more irrational beliefs and more negative attitudes towards gambling than gamblers recruited from the general population. Results suggest that caution should be used in extrapolating findings from research using university-recruited psychology student gamblers to wide community populations due to differences related to gambling thoughts, attitudes and behaviors.  相似文献   
43.
Research on predictors of treatment outcome among pathological gamblers (PGs) is inconclusive and dominated by studies from Western countries. Using a prospective longitudinal design, the current study examined demographic, clinical, behavioural and treatment programme predictors of gambling frequency at 3, 6 and 12-months, among PGs treated at an addiction clinic in Singapore. Measures included the Hospital anxiety and depression scale, gambling symptom assessment scale (GSAS), personal well-being index (PWI), treatment perception questionnaire and gambling readiness to change scale. Treatment response in relation to changes in symptom severity, personal wellbeing and abstinence were also assessed. Abstinence rates were 38.6, 46.0 and 44.4 % at 3, 6 and 12-months respectively. Significant reductions in gambling frequency, GSAS, and improvement in PWI were reported between baseline and subsequent outcome assessments, with the greatest change occurring in the initial three months. No demographic, clinical, behavioural or treatment programme variable consistently predicted outcome at all three assessments, though treatment satisfaction was the most frequent significant predictor. However, being unemployed, having larger than average debts, poor treatment satisfaction and attending fewer sessions at the later stages of treatment were associated with significantly poorer outcomes, up to 1-year after initiating treatment. These findings show promise for the effectiveness of a CBT-based treatment approach for the treatment of predominantly Chinese PGs. Clinical implications and suggestions for future research are discussed. Taken together, the findings suggest early treatment satisfaction is paramount in improving short-term outcomes, with baseline gambling behaviour and treatment intensity playing a more significant role in the longer term.  相似文献   
44.
Johan A. Oldekop  Lorenza B. Fontana  Jean Grugel  Nicole Roughton  Emmanuel A. Adu‐Ampong  Gemma K. Bird  Alex Dorgan  Marcia A. Vera Espinoza  Sara Wallin  Daniel Hammett  Esther Agbarakwe  Arun Agrawal  Nurgul Asylbekova  Clarissa Azkoul  Craig Bardsley  Anthony J. Bebbington  Savio Carvalho  Deepta Chopra  Stamatios Christopoulos  Emma Crewe  Marie‐Claude Dop  Joern Fischer  Daan Gerretsen  Jonathan Glennie  William Gois  Mtinkheni Gondwe  Lizz A. Harrison  Katja Hujo  Mark Keen  Roberto Laserna  Luca Miggiano  Sarah Mistry  Rosemary J. Morgan  Linda L. Raftree  Duncan Rhind  Thiago Rodrigues  Sonia Roschnik  Flavia Senkubuge  Ian Thornton  Simon Trace  Teresa Ore  Ren Mauricio Valds  Bhaskar Vira  Nicola Yeates  William J. Sutherland 《Development policy review : the journal of the Overseas Development Institute》2016,34(1):55-82
The Sustainable Development Goals (SDGs) herald a new phase for international development. This article presents the results of a consultative exercise to collaboratively identify 100 research questions of critical importance for the post‐2015 international development agenda. The final shortlist is grouped into nine thematic areas and was selected by 21 representatives of international and non‐governmental organisations and consultancies, and 14 academics with diverse disciplinary expertise from an initial pool of 704 questions submitted by 110 organisations based in 34 countries. The shortlist includes questions addressing long‐standing problems, new challenges and broader issues related to development policies, practices and institutions. Collectively, these questions are relevant for future development‐related research priorities of governmental and non‐governmental organisations worldwide and could act as focal points for transdisciplinary research collaborations.  相似文献   
45.
Self-exclusion is a programme utilized by the gaming industry to limit access to gaming opportunities for problem gamblers. It is based on the following principles: (1) The gaming industry recognizes that a proportion of community members gamble excessively and have difficulty controlling gambling behaviours; (2) The gaming industry has a responsibility to provide a safe gaming environment and to assist in minimizing the negative impact on individuals displaying problem gambling behaviours; (3) Individuals must accept personal responsibility for limiting gambling behaviours to affordable levels; and (4) Self-exclusion is not a treatment designed to address psychological processes. The objective of the present paper is to propose a unifying structure for self-exclusion programmes as a gateway to treatment based on a system operated by independent ‘educators’ whose roles and responsibilities include informing individuals of the purpose of self-exclusion, establishing links and a gateway for access to supplementary services and monitoring and reporting the effectiveness of the overall programme.  相似文献   
46.
In 1990, motivated by applications in the social sciences, Thomas Schwartz made a conjecture about tournaments which would have had numerous attractive consequences. In particular, it implied that there is no tournament with a partition A, B of its vertex set, such that every transitive subset of A is in the out-neighbour set of some vertex in B, and vice versa. But in fact there is such a tournament, as we show in this article, and so Schwartz’ conjecture is false. Our proof is non-constructive and uses the probabilistic method.  相似文献   
47.
There is an ambiguity in Amartya Sen’s capability approach as to what constitutes an individual’s resources, conversion factors and valuable functionings. What we here call the “circularity problem” points to the fact that all three concepts seem to be mutually endogenous and interdependent. To econometrically account for this entanglement we suggest a panel vector autoregression approach. We analyze the intertemporal interplay of the above factors over a time horizon of 15 years using the BHPS data set for Great Britain, measuring individual well-being in functionings space with a set of basic functionings, comprising “being happy”, “being healthy”, “being nourished”, “moving about freely”, “being well-sheltered” and “having satisfying social relations”. We find that there are indeed functionings that are resources for many other functionings (viz. “being happy”) while other functionings (“being well-sheltered” and “having satisfying social relations”) are by and large independent, thus shedding light on a facet of the capability approach that has been neglected so far.  相似文献   
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Learning theory predicts that, given the repeated choice to bet between two concurrently available slot machines, gamblers will learn to bet more money on the machine with higher expected return (payback percentage) or higher win probability per spin (volatility). The purpose of this study was to investigate whether this occurs when the two machines vary orthogonally on payback percentage and volatility. The sample comprised 52 first year psychology students (mean age = 20.3 years, 20 females, 32 males) who had played a gaming machine at least once in the previous 12 months. Participants were administered a battery of questionnaires designed to assess level of knowledge on the characteristics and operation of poker machines, frequency of poker machine play in the past 12 months, personality traits of impulsivity and capacity for cognitive reflection, and gambling beliefs. For the experimental task, participants were instructed to play on two PC-simulated electronic gaming machines (EGMs or slot machines) that differed on payback percentage and volatility, with the option of freely switching between EGMs after a practice phase. Results indicated that participants were able to easily discriminate between machines and manifested a preference to play machines offering higher payback or volatility. These findings diverged from previous findings of no preference for play on higher payback/volatility machines, potentially due to of the current study’s absence of the option to make multi-line and multi-credit bets. It was concluded that return rate parameters like payback percentage and volatility strongly influenced slot machine preference in the absence of betting options like multi-line bets, though more research is needed to determine the effects of such betting options on player distribution of money between multiple EGMs.  相似文献   
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