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571.
Management literature is currently giving growing conceptual and empirical attention to the peculiarity and relevance of entrepreneurial attitudes in family firms, with divergent outcomes. Aiming at concretizing the effects of these attitudes, denoted by the entrepreneurial orientation construct, on family business performance and considering that family dynamics come into play in this relationship, we particularly investigate the impact of control mechanisms and family-related goals. Findings are based on a sample of 180 family firms and show that Proactiveness and Autonomy are particularly relevant to financial performance. Agency-problems avoiding control mechanisms moderate the effect of Innovativeness and Autonomy, while socioemotional wealth (SEW) goals moderate the effect of Risk-Taking, respectively. The usage of these mechanisms and managing SEW goals provide opportunities for a more efficient exploitation of entrepreneurial attitudes. 相似文献
572.
Reinforcing Small Wins and Frustrating Near-Misses: Further Investigation Into Scratch Card Gambling
Madison Stange Mikyla Grau Sandra Osazuwa Candice Graydon Mike J. Dixon 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2017,33(1):47-63
Scratch card games are incredibly popular in the Canadian marketplace. However, only recently have researchers started to systematically analyze their structural characteristics and how these in turn affect the gambler. We present two studies designed to further understand the underlying physiological and psychological effects that scratch cards have on gamblers. We had gamblers (63 in Experiment 1, 68 in Experiment 2) play custom made scratch cards involving a small win, a regular loss and a near-miss—where they uncovered two out of the three symbols needed to win the top prize. Our predictions were that despite near-misses and losses being objectively equivalent (the gambler wins nothing) gamblers’ reactions to these outcomes would differ dramatically. During game play, skin conductance levels and heart rate were recorded, as well as how long gamblers paused between each game. Gamblers’ subjective reactions to the different outcomes were then assessed. In both studies, near-misses triggered higher levels of physiological arousal (skin conductance levels and heart rates) than losses. Gamblers paused significantly longer following small wins than other outcomes, and reported high arousal, positive affect and urge to gamble—a constellation of results consistent with their rewarding properties. Importantly near-miss outcomes were rated as highly arousing, negative in emotional tone, and the most frustrating of all three outcome types examined. In Experiment 2, when we measured subjective urge to gamble immediately after each outcome, urge to gamble was significantly higher following near-misses than regular losses. Thus, despite not rewarding the gambler with any monetary gain, these outcomes nevertheless triggered higher arousal and larger urges to gamble than regular losses, a finding that may explain in part, the allure of scratch cards as a gambling activity. 相似文献
573.
Oliver P. Richmond 《Globalizations》2017,14(6):1014-1028
The ‘long peace’ of the last 25 years has been marked by various debates on liberal-democratic peace, human rights, and cosmopolitanism. They are all linked with various forms of intervention—from development to peacebuilding and humanitarian intervention. This ‘interventionary system/order’ model has come under pressure from a range of different fronts. This article examines how peace and development may be rethought in a global framework if the previous version of a progressive framework (i.e. the liberal peace) is now being revised and intervention has shifted towards neo-liberal forms. 相似文献
574.
If You Go Down to the Woods Today: Infants’ Distress During a Teddy Bear's Picnic in Relation to Peer Relations and Later Emotional Problems
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Dale F. Hay Stephanie H. M. van Goozen Lisa Mundy Rebecca Phillips Siwan Roberts Mirjam Meeuwsen Ian Goodyer Oliver Perra 《Infancy》2017,22(4):552-570
Infants’ emotional reactions to an unusual event were assessed at a simulated birthday party during which two costumed characters enacted a Teddy Bear's Picnic. Two hundred and fifty‐eight firstborn infants in a representative British community sample were observed at a mean age of 12.8 months in the presence of their parents and other participating families, in a laboratory sitting room decorated with balloons and banners. The picnic scenario was followed by free play with the other participating infants. At a mean of 36 months of age, mothers, fathers, and another informant who knew the child well completed the Child Behaviour Check List (CBCL). The majority of infants showed no vocal distress during the picnic scenario. A minority of infants expressed strong distress, which was correlated with elevated heart rate and production of cortisol. Infants who were not distressed were more likely to direct social behavior to their peers and especially likely to use physical force against peers. In comparison with strongly distressed and nondistressed infants, those who had shown mild distress during the picnic scenario were least likely to manifest later emotional problems. This pattern was particularly marked for boys. Taken together, the findings indicate that infants’ strong distress during naturalistic encounters that are meant to be entertaining can suppress sociability and might indicate risk for subsequent emotional problems. 相似文献
575.
Kevin A. Harrigan Mike Dixon 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(1):159-174
In Ontario, Canada, the regulator approves identical looking slot machine games with different payback percentages. We gained
access to the design documents (called PAR Sheets) used to program these different versions of the same slots game and ran
Gambler’s Ruin simulations of 2,000 first-time players who each arrived with a $100 bankroll and played either the 85 or 98%
version of the same game until broke. Simulations revealed that the typical (median) player’s experience did not differ significantly
between versions. However the payback percentage affected the experience of players in the upper tails of the distributions
with those in the 98% version having dramatically more total spins, winning spins, entries into the “bonus mode”, and “hand
pays” (a win of $100 bankroll and played either the 85 or 98%
version of the same game until broke. Simulations revealed that the typical (median) player’s experience did not differ significantly
between versions. However the payback percentage affected the experience of players in the upper tails of the distributions
with those in the 98% version having dramatically more total spins, winning spins, entries into the “bonus mode”, and “hand
pays” (a win of 125 or more on a given spin). Most importantly, the number of simulated players who had a maximum peak balance
in excess of $1,000 rose tenfold—from 5 in the 85% version to 54 in the 98% version. The results are discussed in terms of
the Pathways Model of Problem and Pathological Gambling especially in terms of behavioural conditioning, cognitive beliefs,
and early big wins. It may well be that those machines that are on the surface the “fairest” to the gambler, actually pose
the most risk for ensuing gambling problems. 相似文献
576.
577.
Oliver Laasch 《Long Range Planning》2019,52(3):406-426
Business models have been studied as organizational value logics, which manifest in the states of cognition, artefacts, and activities. There is no conceptual perspective integrating all three of these states yet. In response, this paper develops a conceptual scaffold of an actor-network perspective: Value logics become programs of action as they are embodied in human actors’ cognition and inscribed into artefacts, forming actor networks that enact business model activity systems. An in depth case study of The Company (anonymized) and of its corporate responsibility initiative ‘Being Responsible’ illustrates the empirical application of this perspective. An analysis of 104 interviews with 72 individuals shows how The Company's business model was enacted by a network of human and nonhuman actors. The Being-Responsible artefact engaged in translation through which it enrolled business model actors to enact a responsibility logic in addition to their commercial logic. This changed the business model incrementally, but pervasively. The paper contributes (1) an integration of existing theory on business model logics manifesting cognition, artefacts, and activities in an actor-network perspective, (2) an extension of research on artefacts, exploring their agency when not explicitly related to the business model; and (3) the development of substantive theory that explains incremental, pervasive business model change through distributed processes of translation. The translation perspective also holds promise for explaining the dynamics of business model creation, maintenance, and radical business model change. 相似文献
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