首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   7134篇
  免费   156篇
管理学   826篇
民族学   29篇
人才学   3篇
人口学   699篇
丛书文集   26篇
教育普及   1篇
理论方法论   708篇
综合类   66篇
社会学   3748篇
统计学   1184篇
  2023年   63篇
  2021年   59篇
  2020年   111篇
  2019年   143篇
  2018年   175篇
  2017年   256篇
  2016年   177篇
  2015年   121篇
  2014年   212篇
  2013年   1678篇
  2012年   219篇
  2011年   212篇
  2010年   170篇
  2009年   136篇
  2008年   178篇
  2007年   173篇
  2006年   186篇
  2005年   142篇
  2004年   142篇
  2003年   95篇
  2002年   127篇
  2001年   150篇
  2000年   145篇
  1999年   155篇
  1998年   127篇
  1997年   96篇
  1996年   114篇
  1995年   84篇
  1994年   78篇
  1993年   111篇
  1992年   113篇
  1991年   119篇
  1990年   91篇
  1989年   90篇
  1988年   70篇
  1987年   76篇
  1986年   69篇
  1985年   80篇
  1984年   73篇
  1983年   77篇
  1982年   51篇
  1981年   58篇
  1980年   45篇
  1979年   51篇
  1978年   43篇
  1977年   38篇
  1976年   37篇
  1975年   35篇
  1974年   42篇
  1973年   31篇
排序方式: 共有7290条查询结果,搜索用时 8 毫秒
21.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
22.
23.
We show that Bayesian ex post aggregation is unstable with respect to refinements. Suppose a group of Bayesians use ex post aggregation. Since it is a joint problem, each agent's problem is captured by the same model, but probabilities and utilities may vary. If they analyze the same situation in more detail, their refined analysis should preserve their preferences among acts. However, ex post aggregation could bring about a preference reversal on the group level. Ex post aggregation thus depends on how much information is used and may keep oscillating (“flipping”) as one keeps adding more information. Received: 16 April 2002/Accepted: 27 May 2002  相似文献   
24.
This study is a replication of a recent assessment of the relationship between social class and self-esteem, and the variables that intervene on this relationship. The purpose is to replicate the methods used to explore further this relationship by attempting to replicate the findings reported by Demo and Savin-Williams (1983) in another population. Only one of the four hypotheses tested received support thereby indirectly supporting the null relationship theory of no relationship between socioeconomic status and self-esteem. Implications of the findings also are addressed.  相似文献   
25.
TESTAMENTARY BEHAVIOR:   总被引:1,自引:0,他引:1  
Content analysis and qualitative analysis of all 319 last wills that were filed in Providence Probate Court, 1985, revealed that about ten percent of the testators used testamentary material, disinheritance or altruism to express their individuality. About 42 percent of the wills were personalized directly in other ways. Forty-eight percent displayed indirect influences of family, friends and community. Less that ten percent displayed primary influences of attorneys, banks, nursing homes, governments, religions or other organizations. In the light of these findings, while none of the three major theoretical positions on testamentary behavior prevails, the individualist position is manifested more often than is the family-community position. Both of these positions are manifested much more often than is the legalist position.
These findings are related to the work of Emile Durkheim and to contemporary sociological theories of the family, community and law.  相似文献   
26.
The Latack-Dozier (1986) model of career growth through job loss was examined using a sample of 515 involuntarily displaced professionals. Results supported the model and identified variables most predictive of career growth for men and women. The results also partially supported the hypothesis that men and women rely on different forms of social support after job loss. The Latack-Dozier model is discussed in light of the findings. In addition, implications for dismissed workers, for career development specialists, and for practitioners are discussed.  相似文献   
27.
28.
Assessing reoffense risk with juvenile sexual offenders   总被引:1,自引:0,他引:1  
This article summarizes a two-year study of juvenile sexual offenders in Washington. Both community-based and institution-based treatment programs were evaluated. A typical profile of the juvenile sexual offender is offered, as well as recidivism data from a mean 20-month follow-up period.  相似文献   
29.
Plateauing research often reveals a negative relationship between job content plateauing (i.e., lacking challenge in one's job) and work attitudes. This study explores situations where job content plateauing is associated with fewer negative work attitudes, revealing role ambiguity (i.e., being unclear about job duties and responsibilities) and hierarchical plateauing (i.e., low likelihood of promotions) as moderators of the job content plateau‐work attitude relationship. Specifically, job content plateaued employees reported greater job satisfaction and organizational commitment if they were not also experiencing a hierarchical plateau. Job content plateaued employees also reported greater job satisfaction when role ambiguity was low.  相似文献   
30.
We investigate how sociological argumentation differs from classical first–order logic. We focus on theories about age dependence of organizational mortality. The overall pattern of argument does not comply with the classical monotonicity principle: Adding premises overturns conclusions in an argument. The cause of nonmonotonicity is the need to derive conclusions from partial knowledge. We identify metaprinciples that appear to guide the observed sociological argumentation patterns, and we formalize a semantics to represent them. This semantics yields a new kind of logical consequence relation. We demonstrate that this new logic can reproduce the results of informal sociological theorizing and lead to new insights. It allows us to unify existing theory fragments, and it paves the way toward a complete classical theory.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号