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51.
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   
52.
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   
53.
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   
54.
Communities across the nation have become increasingly concerned about inhalant use and use of harmful legal products among youth because of increasing prevalence rates and deleterious health consequences from abusing these products. The increasing concern of communities about inhaling and ingesting legal products has been coupled with increasing awareness and concern about ability of youth to access and abuse a variety of other legal retail products. There are few examples of scientifically designed community prevention projects that seek to reduce youth abuse of such legal products. This article describes a community prevention trial that is designed to reduce sales of inhalants and other harmful legal products to youth and demonstrates how the retailer component of the trial can be rigorously evaluated. It also shows how data from youth purchase attempts can complement survey data from retailers.  相似文献   
55.
Urban Ecosystems - Although amphibians use human-created habitats in urban landscapes, few studies have investigated the quality of these habitats. To assess habitat quality of stormwater...  相似文献   
56.
This article responds to calls in this journal for increased attention to identity, culture, power and sport. It explores, for the first time, the lived realities of identity politics in a divided society, through interviews with 12 self-declared Irish nationalists and republicans that represented Northern Ireland. Important insights are revealed into national eligibility decisions for either Irish team, motivated mainly by ‘shop window’ visibility and being seen as the best of a peer group. Political and sporting nationalisms were not necessarily analogous. A significant original finding is that the lived experiences of being closer to ‘the other’ resulted in an overall reinforcement rather than dissolution of difference. Visual and oral ‘national’ symbols such as flag, and especially anthem, delineated such difference, being symbolic walls of the mind. ‘Our wee country’ was thus a polarised and polarising fantasy shield. The article concludes by reconsidering the role of sport as a lens through which to examine identity and its’ place as part of the ‘problem’ and ‘solution’.  相似文献   
57.
Previous research on generativity, the desire to leave a legacy through establishing and guiding the next generation, has focused primarily on family life and civic engagement as pathways to midlife generativity. This paper proposes that intrinsically rewarding work can also be associated with a heightened sense of generativity in midlife. We test this hypothesis with data (n = 369 employed individuals, approximately 43 years old) from the 2010 wave of the Edmonton Transitions Study. Civic engagement was positively associated with midlife generativity, as predicted, but the hypothesized positive relationship between generativity and perceived parenting success was not found. Taking into account civic engagement and perceived parenting success, and controlling on a range of other variables, intrinsically rewarding work was positively associated with midlife feelings of generativity.  相似文献   
58.
Community attachment is the feeling of being connected to community life. Within the community attachment literature, two classic approaches frame scholars’ understanding of this important dimension of community life: the linear development and systemic models. Our empirical models emphasize different factors for community attachment, including population size, density, and heterogeneity for the linear development model and age, length of residence, and social status for the systemic model. Surprisingly, heterogeneity has been omitted from analyses of the linear development model throughout the literature since its introduction, a shortcoming our study addresses. Though heterogeneity can be conceptualized in a number of ways, a large—and growing—body of literature focuses on the effects of race and ethnicity for communities. Here, we focus on a particular type of ethnic heterogeneity—European ancestry—and reincorporate this essential dimension of communities back into the linear development model of community attachment. Using data from the 2004 wave of the Iowa Community Survey and multilevel modeling techniques, we explore how white ethnic diversity matters for community life. We conclude with a discussion of the implications of our study, including potential avenues for future research focusing on other ethnicities that are often subsumed under broader racial and panethnic labels.  相似文献   
59.
60.
This study examined whether an implicit association existed between gambling and sport among underage youth in Australia, and whether this implicit association could shape their explicit intention to gamble. A sample of 14–17 year old Australian participants completed two phases of tasks, including an implicit association test based online experiment, and a post-experiment online survey. The results supported the existence of an implicit association between gambling and sport among the participants. This implicit association became stronger when they saw sport-relevant (vs. sport-irrelevant) gambling logos, or gambling-relevant (vs. gambling-irrelevant) sport names. In addition, this implicit association was positively related to the amount of sport viewing, but only among those participants who had more favorable gambling attitudes. Lastly, gambling attitudes and advertising knowledge, rather than the implicit association, turned out to be significant predictors of the explicit intention to gamble.  相似文献   
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