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11.
Time‐Space Distanciation: An Interdisciplinary Account of How Culture Shapes the Implicit and Explicit Psychology of Time and Space
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Daniel Sullivan Lucas A. Keefer Sheridan A. Stewart Roman Palitsky 《Journal for the theory of social behaviour》2016,46(4):450-474
The growing body of research on temporal and spatial experience lacks a comprehensive theoretical approach. Drawing on Giddens’ framework, we present time‐space distanciation (TSD) as a construct for theorizing the relations between culture, time, and space. TSD in a culture may be understood as the extent to which (1) time and space are abstracted as separate dimensions and (2) activities are extended and organized across time and space. After providing a historical account of its development, we outline a multi‐level conceptualization of TSD supported by research on cultural differences in the experience of time and space. We impact this conceptualization by examining two ethnographic case studies. We conclude by highlighting future research directions. TSD is an integrative, interdisciplinary, multi level construct with the potential to guide the burgeoning social science of time and space. 相似文献
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Rockloff MJ Signal T Dyer V 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2007,23(4):457-465
An experiment was conducted to observe the influence of autonomic arousal on subsequent gambling behavior. Thirty-seven male
and 32 female regular Electronic Gaming Machine (EGM) players were recruited through newspaper advertisements. Participants
were randomly assigned to either: (1) a control condition, or (2) an experimental condition that introduced a loud white-noise
event (80 db) at fixed 120 s intervals throughout the 5-min EGM gambling session. Galvanic Skin Response (GSR) measurements
showed that the manipulation was successful in elevating autonomic arousal. The results showed differences in behavioral response
to the manipulation based on prior experience with gambling problems. Persons with many gambling problems had lower average
bet-sizes in the white-noise condition compared to the control, while those with few or no problems had higher average bet-sizes.
The results suggest that arousal may provide different signals to gamblers with few versus many problems. Gamblers with many
problems may interpret their arousal as a sign that they will soon lose money, while gamblers with few or no problems may
associate feelings of arousal exclusively with winning. 相似文献
14.
Rockloff MJ Dyer V 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2007,23(1):1-12
Research and theory regarding the social facilitation effect generates the expectation that the presence of other gamblers (or co-actors) in a gaming venue is likely to intensify individual gambling behavior and magnify losses. Fifty male and 66 female participants (116 total) played a computer-simulated electronic gaming machine with a fixed winning sequence, followed by an indefinite losing sequence. Measures of the intensity of gambling behavior included the final payout (a direct measure of losses), average bet-size, number of trials played, and the speed of play. Some participants received false feedback from the computer designed to suggest that other gamers in adjacent rooms were playing and sometimes winning at the same game. Persons who received both sight and sound information, including winning bells and instant messages regarding the wins of other (fake) players, placed more bets and lost more money compared to the other conditions with less information. 相似文献
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Rockloff MJ Dyer V 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2007,23(4):467-478
The Four Es is a 40-item scale measuring psychological risk for the development of problem gambling behavior. One-year follow-up interviews
(n = 395) from a previously reported phone survey in Queensland, Australia (n = 2,577) (Rockloff & Dyer, 2006) tested the ability of the Four Es instrument to prospectively identify persons who would later develop gambling problems.
Two groups of participants were selected for the 1-year follow-up interviews, including (1) persons who had gambling problems,
high-risk alcohol abuse problems, and/or substance abuse problems (abuse group); and (2) a random selection of other persons
from the original survey (random group). The results indicated that the “Excess” trait, which measures impulsive behavior,
was predictive of relative increases in gambling problems for both groups over the 1-year period. Additionally, the Four Es
questionnaire showed good psychometric properties in the surveys, with a test-retest reliability of r = .70 and a Cronbach’s alpha reliability of α = .90 and .92 in the original and follow-up interviews, respectively. 相似文献
16.
Rosie Campbell Teela Sanders Jane Scoular Jane Pitcher Stewart Cunningham 《The British journal of sociology》2019,70(4):1539-1560
It has been well established that those working in the sex industry are at various risks of violence and crime depending on where they sell sex and the environments in which they work. What sociological research has failed to address is how crime and safety have been affected by the dynamic changing nature of sex work given the dominance of the internet and digital technologies, including the development of new markets such as webcamming. This paper reports the most comprehensive findings on the internet‐based sex market in the UK demonstrating types of crimes experienced by internet‐based sex workers and the strategies of risk management that sex workers adopt, building on our article in the British Journal of Sociology in 2007. We present the concept of ‘blended safety repertoires’ to explain how sex workers, particularly independent escorts, are using a range of traditional techniques alongside digitally enabled strategies to keep themselves safe. We contribute a deeper understanding of why sex workers who work indoors rarely report crimes to the police, reflecting the dilemmas experienced. Our findings highlight how legal and policy changes which seek to ban online adult services advertising and sex work related content within online spaces would have direct impact on the safety strategies online sex workers employ and would further undermine their safety. These findings occur in a context where aspects of sex work are quasi‐criminalized through the brothel keeping legislation. We conclude that the legal and policy failure to recognize sex work as a form of employment, contributes to the stigmatization of sex work and prevents individuals working together. Current UK policy disallows a framework for employment laws and health and safety standards to regulate sex work, leaving sex workers in the shadow economy, their safety at risk in a quasi‐legal system. In light of the strong evidence that the internet makes sex work safer, we argue that decriminalisation as a rights based model of regulation is most appropriate. 相似文献
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The inclusion of technology in the classroom is an increasingly important feature of effective instruction. The implementation of Common Core Standards in many states also requires teachers to consider new pedagogical strategies to support meaningful learning. This article explores the intersection between technology demands and curricular change by examining apps that can be used to support Common Core State Standards instruction in history/social studies. Specifically, the authors highlight several apps that they presented at a professional development workshop for six to twelve history/social studies teachers and discuss the teachers' feedback regarding the strengths and limitations of apps to support their instruction. Conclusions are drawn and recommendations for history/social studies teachers using apps in the classroom are provided. 相似文献
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In one of only a few crisis communication research studies taking a relational approach, examining the effects of a company's prior reputation in publics’ responses to a given crisis situation, Lyons and Cameron (2004) found that both reputation and response profoundly affected publics’ attitude and behavioral intentions toward an organization involved in a crisis situation, using hypothetical, fictitious organizations and crises. Using actual organizations and crises, our research team designed a 2 (reputation: good vs. bad) × 2 (crisis response: apologetic vs. defensive) × 2 (CEO visibility in immediate crisis response: visible vs. invisible) within-subjects experiment (N = 102) to examine the variances in stakeholders’ attitudes and behavioral intentions toward a company after being exposed to online video that delivered a corporate crisis response. Findings were counter-intuitive: a defensive response to a crisis is as acceptable to crisis stakeholders as an apologetic response if the CEO is visible (or audible) in the response and if the pre-crisis company-stakeholder reputation is positive. Good reputation, defensive crisis response and CEO visibility in immediate response to a crisis resulted in the best stakeholder attitudes and purchase intentions. 相似文献
20.
Melissa J. Stewart Sunghwan Yi Sherry H. Stewart 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2014,30(3):653-668
The current research examined whether the presentation of gambling-related cues facilitates the activation of gambling outcome expectancies using both reaction time (RT) and self-report modes of assessment. Gambling outcome expectancies were assessed by having regular casino or online gamblers (N = 58) complete an outcome expectancy RT task, as well as a self-report measure of gambling outcome expectancies, both before and after exposure to one of two randomly assigned cue conditions (i.e., casino or control video). Consistent with hypotheses, participants exposed to gambling-related cues (i.e., casino cue video condition) responded faster to positive outcome expectancy words preceded by gambling prime relative to non-gambling prime pictures on the post-cue RT task. Similarly, participants in the casino cue video condition self-reported significantly stronger positive gambling outcome expectancies than those in the control cue video condition following cue exposure. Activation of negative gambling outcome expectancies was not observed on either the RT task or self-report measure. The results indicate that exposure to gambling cues activates both implicit and explicit positive gambling outcome expectancies among regular gamblers. 相似文献