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31.
双寡头市场的调控机制研究 总被引:3,自引:2,他引:1
基于对策论和优化理论,本文研究了双寡头市场的调控机制。提出了政府依据市场上产品价格信号进行市场干预的必要性和调节方法。 相似文献
32.
《Journal of American college health : J of ACH》2013,61(5):505-512
Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced Dance Dance Revolution (DDR) players and 7 inexperienced players- completed maximal oxygen uptake assessments and a 30-minute DDR gaming session. The authors recorded heart rate (HR), rating of perceived exertion (RPE), respiratory exchange rate (RER), oxygen consumption (VO2), and total steps (TS30). Results: Experienced participants showed higher exercise HR, RPE, RER, VO2, total and relative energy expenditure, exercise intensity, TS30, and average steps per minute, and less time and steps to expend 150 kilocalories (p < .05). Conclusions: Participants with greater playing experience can work at higher intensities, promoting greater energy expenditure. 相似文献
33.
Dacheng Chen Juin Kuan Chong 《Journal of Statistical Computation and Simulation》2017,87(9):1863-1876
We propose a competing risks approach to analyse customer behaviours in freemium products and services. The event of interest is when a customer starts to pay for additional features or functionalities. The observation of such an event may be preempted by an event where the customer quits using the product before paying and consuming the additional features or functionalities. One such freemium service is the online game category. The Fine-Gray regression model was implemented for an online game player activity data to study how covariates affect the paying hazard. Some covariates are hypothesized to have different discrete effects at multiple change points. We extend the model to allow for possible change points in the analysis. 相似文献
34.
Jennifer M. Cameron MS Natalie Heidelberg MS Lisa Simmons BS Sarah B. Lyle BS Kathakali Mitra-Varma PhD Chris Correia PhD 《Journal of American college health : J of ACH》2013,61(5):499-506
Abstract Objectives, Participants, Methods: Drinking game participation has increased in popularity among college students and is associated with increased alcohol consumption and alcohol-related problems. The current study investigated drinking game participation among 133 undergraduates attending National Alcohol Screening Day (NASD) in April of 2007. Results: A large percentage of the sample reported lifetime (77%) and recent (52%) drinking game participation. Males were more likely to report recent participation and reported higher levels of consumption while playing drinking games. Drinking game participants were more likely to experience a range of alcohol-related problems, and the relationship between drinking game participation and alcohol-related problems was mediated by weekly alcohol consumption. Conclusions: These results suggest that drinking game participation is a risk factor for elevated levels of alcohol consumption and alcohol-related problems. Programs should be developed to educate students about the risks of drinking game participation, and prevention programs like NASD should address drinking games. 相似文献
35.
Two-Person and majority continuous aggregation in 2-good space in Social Choice: a note 总被引:1,自引:1,他引:0
Impossibility theorems for 2-person and majority continuous games on the unit circle are presented. The emphasis is on simple methods, albeit generating new results, to offer insights into the sophisticated results of theorists in topological social choice. 相似文献
36.
37.
《Information, Communication & Society》2007,10(6):922-942
The aim of this paper is to ground debates about the 'new economy' or 'e-society' in the practice of individuals and companies producing 'new media'. The uncontroversial starting point is to question the generalization in much theorizing, and the tendency to technological reductive accounts of social and economic change. The focus here is to point to the intellectual sources of much policy in this field. The authors present case study material of three very specific parts of the new media/digital content industries (film special effects, computer games and web design). The paper concludes that both technological reductive and agentic accounts have underplayed the continuing importance of the social and economic embeddedness of production, and of the situated co-constitution of technologies, people and places. The differences between industries associated with labour processes, labour markets, users and markets for goods are highlighted. These particularities begin to offer more robust accounts of location and organization. 相似文献
38.
刘瑞明 《陇东学院学报(社会科学版)》2007,(3)
相信测字可以预知未来,就是迷信。但古代学人非职业性的测字,只是趣味性文字游戏。测字的手段拆字不是迷信,与抽签算卦等不完全相同,有一定的客观性、知识性。古书测字名例,都是文人编造的,不是真实的。迷信的测字,实际是以迷信的"心法"为据,用"字法"来附会。 相似文献
39.
采用演化博弈模型研究政策引导下的企业跨区域迁移行为,分析承接地政府和迁移企业的演化稳定策略(ESS).模型结果表明,迁移后获得持续增加的盈利空间、企业迁移成本、承接地政府的优惠政策以及迁出地和承接地环境规制力度的差别是影响企业迁移的重要因素;在不同的情境模式下,影响不同类型企业跨区域迁移行为的关键因素存在明显差异.在演化博弈分析的基础上,进而提出促进沿海企业向我国中西部地区有序迁移的政策建议. 相似文献
40.
Through a survey of more than 18,000 participants in a Chinese Massively Multiplayer Online Game (MMOG), this study examines how the size and diversity of Chinese gamers’ core networks vary by individuals’ sociodemographic, socioeconomic and game-related characteristics. It represents the first study focusing exclusively on the gamer population and one of the most recent examining personal networks in contemporary China, home to over 560 million Internet users. We found that Chinese gamers have notably larger and more diverse core networks than those of major studies. Coplaying patterns and attachment to the game community contributed significantly to network size and diversity. 相似文献