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171.
Summary

Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drags, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to test their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were not more likely than non-game users to be isers of other computer or video games, nor did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.  相似文献   
172.
Abstract

Drinking games are associated with excess alcohol use and alcohol-related problems, yet it is unclear whether they are unique to the college environment or whether students come to college familiar with such games. The authors queried 1,252 students attending voluntary summer orientation programs about their experiences with drinking games. A majority (63%) indicated they had played drinking games and viewed them as a means to get drunk quickly and to socialize, control others, or get someone else drunk. Logistic regression analyses revealed that familiarity with drinking situations was associated with a greater likelihood of playing drinking games. Students who reported drinking more frequently and consuming greater quantities of alcohol than others, having lifetime marijuana use, and initiating alcohol consumption between the ages of 14 and 16 years were significantly more likely to have participated in drinking games. These findings demonstrate the importance of considering students' participation in drinking games when campus officials address alcohol use.  相似文献   
173.
公民意识的培养和提高是一个长期的、渐进的过程。网络社会中公民意识的培养和提高不是自发实现的,而是包括网络游戏在内的多种因素共同作用的结果。不同网络游戏对不同游戏玩家的公民意识有着不同程度的影响,因此,我们需要具体问题具体分析,在正确把握网络游戏对公民意识的正面影响的同时,也要充分、全面地认识到其负面影响,以更好地发挥网络游戏对公民意识的积极作用。准确、客观地描述和分析网络游戏对我国公民意识的影响,并在此基础上提出富有针对性的对策和建议,趋利避害,因势利导,这对我国公民意识的培养和提高有着重要的现实意义。  相似文献   
174.
This article explores the use of business games to question whether they can be used to learn good leadership. The answer comes in three parts: yes, no and maybe. By studying the use of a game to teach change management in the light of adult learning theory, the article discusses how different kinds of learning processes emerge and contribute. On the basis of qualitative interviews and observation, a case study is used to explore how the particular, didactic orchestration of a game-based learning process, together with emergent, informal learning processes, contributes to leadership learning. As participants are immersed in formal, non-formal and informal learning processes, these processes contribute to improving leadership in practice in a variety of different ways. The article concludes that (1) yes, game-based learning does contribute to teaching operational leadership in a formal manner; (2) no, in and of itself, the formal learning of games has a limited impact on leadership learning, but in combination with other didactic activities, its contribution is profound and (3) maybe, since by tapping into the extensive knowledge of other participants, games inspire informal discussions on leadership topics that are not directly relevant to the game, but are in other ways beneficial.  相似文献   
175.
Weinstein and Yildiz (2007) have shown that in static games, only very weak predictions are robust to perturbations of higher order beliefs. These predictions are precisely those provided by interim correlated rationalizability (ICR). This negative result is obtained under the assumption that agents have no information on payoffs. This assumption is unnatural in many settings. It is therefore natural to ask whether Weinstein and Yildiz's results remain true under more general information structures. This paper characterizes the “robust predictions” in static and dynamic games, under arbitrary information structures. This characterization is provided by an extensive form solution concept: interim sequential rationalizability (ISR). In static games, ISR coincides with ICR and does not depend on the assumptions on agents' information. Hence the “no information” assumption entails no loss of generality in these settings. This is not the case in dynamic games, where ISR refines ICR and depends on the details of the information structure. In these settings, the robust predictions depend on the assumptions on agents' information. This reveals a hitherto neglected interaction between information and higher order uncertainty, raising novel questions of robustness.  相似文献   
176.
We propose an approximation method for analyzing Ericson and Pakes (1995)‐style dynamic models of imperfect competition. We define a new equilibrium concept that we call oblivious equilibrium, in which each firm is assumed to make decisions based only on its own state and knowledge of the long‐run average industry state, but where firms ignore current information about competitors' states. The great advantage of oblivious equilibria is that they are much easier to compute than are Markov perfect equilibria. Moreover, we show that, as the market becomes large, if the equilibrium distribution of firm states obeys a certain “light‐tail” condition, then oblivious equilibria closely approximate Markov perfect equilibria. This theorem justifies using oblivious equilibria to analyze Markov perfect industry dynamics in Ericson and Pakes (1995)‐style models with many firms.  相似文献   
177.
本文基于网络角色扮演游戏中的化身现象,从文化角度对网络角色扮演游戏的特点、网络角色扮演游戏中的化身存在的意义,以及人们热衷于角色扮演和选择化身的原因进行了分析。通过对化身、自我认同理论的梳理,以及对网络角色扮演游戏的个案研究,以期说明化身在网络角色扮演游戏中对自我认同促进作用。本研究认为,网络角色扮演游戏中的化身成就了人们实现另一个自我的愿望,为玩家提供了一种自我认同的新方式。  相似文献   
178.
定价是外资并购国有企业能否成功的最关键因素,并购定价主要涉及外资企业与国有企业之间的一系列讨价还价过程,是一种典型的博弈行为。本文运用博弈理论与方法构建了外资并购国有企业定价的信号博弈模型,并进行博弈均衡分析。结果表明,在分离均衡下,定价信号可以真实地反映国有企业经营绩效的好坏,是一种最有效率的均衡。定价信号能为提高并购效率和成功率提供有益参考,为并购各方提供决策依据。  相似文献   
179.
鉴于农村集体土地所有权的制度缺陷所引发的诸多问题,许多人基于促进农业发展和保护农民利益等理由,提出应从根本上改变现行农村土地制度,以土地国有化或者土地私有化取代农村集体所有权制度。农村集体土地所有制的改革涉及到农民、中央政府、地方政府、乡村权势阶层等多方利益,所有制的缺陷损害了农民的利益,但却对其他利益相关群体有利,作为政策主导的政府和权势阶层在利益博弈的过程中不可能改变现有农村土地的集体所有制。  相似文献   
180.
从游资与预期的角度,利用无限次重复博弈模型研究人民币汇率升值幅度的纳什均衡问题。研究结论包括:纳什均衡汇率与游资不撤离的损失补偿正相关,与中国维持GDP高增长的概率正相关,与贴现系数负相关;在游资大量流进的条件下,人民币汇率升值幅度不仅要包括游资持有者所获得的稳定外汇收益以及损失补偿,还要求汇率调整出现"超调";游资流入对经济的推动扣除风险损失后的剩余,不能小于游资持有者的机会成本加上一定比例升水。  相似文献   
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