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321.
The idea of community-based organisations (CBOs) owning or managing physical assets, such as land or buildings, has a long history in many countries. This paper examines policy and practice in the UK where there has been significant interest in this field. A variety of benefits have been attributed to the role of assets including motivating community engagement, providing a vehicle for outsourcing public services, or creating financially sustainable organisations. The empirical research reveals there is a heterogeneous set of CBOs holding assets, but the majority of them are small with few paid staff. The analysis proposes a spectrum of CBO types in the field. It concludes that policy makers will need to recognise that these types are informed by contrasting traditions, ideas and operating logics that affect their different practices and resource dependencies.  相似文献   
322.
In 2010, the Statisticians in the Pharmaceutical Industry (PSI) Toxicology Special Interest Group met to discuss the design and analysis of the Comet assay. The Comet assay is one potential component of the package of safety studies required by regulatory bodies. As these studies usually involve a three-way nested experimental design and as the distribution of the measured response is usually either lognormal or lognormal plus a point mass at zero, the analysis is not straightforward. This has led to many different types of analysis being proposed in the literature, with several different methods applied within the pharmaceutical industry itself. This article summarises the PSI Toxicology Group's discussions and recommendations around these issues.  相似文献   
323.
In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players’ experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player’s arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.  相似文献   
324.
The need to elicit public opinion about predefined topics is widespread in the social sciences, government and business. Traditional survey-based methods are being partly replaced by social media data mining but their potential and limitations are poorly understood. This article investigates this issue by introducing and critically evaluating a systematic social media analytics strategy to gain insights about a topic from YouTube. The results of an investigation into sets of dance style videos show that it is possible to identify plausible patterns of subtopic difference, gender and sentiment. The analysis also points to the generic limitations of social media analytics that derive from their fundamentally exploratory multi-method nature.  相似文献   
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326.
Food waste is an increasingly important issue in all food-service establishments, including retirement living communities. With residents of these communities having faced food insecurity as children and young adults, they have unique and very strong feelings regarding this issue. We interviewed 16 Canadian residents and used manifest content analysis to gain an understanding of how their experiences, behaviors, and feelings toward food waste may impact their quality of life. The results of this study may have implications for how retirement living communities approach their food-service operations.  相似文献   
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328.
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   
329.
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   
330.
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   
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