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211.
The relationship between geographical accessibility to gambling venues and the prevalence of pathological gambling is still unknown. This study aimed to reveal this relationship in Japan as well as its variation by subpopulation. A cross-sectional study was conducted, based on an original web-based survey to understand the level of pathological gambling depending on accessibility to pachinko parlours. Pathological gamblers were measured using the Japanese version of the South Oaks Gambling Screen. Accessibility to gambling venues was defined as the number of pachinko parlours within a 1.5 km radius from home. Moreover, the study adopted the instrumental variable approach to solve the potential endogeneity problem. The results showed that the accessibility was not significantly associated with pathological gambling in general, but that the effects of accessibility varied by subpopulation. Accessibility was significantly and positively correlated with pathological gambling for men and people in low-income areas, but this was not so for women and people in high-income areas. The study’s findings show the importance of the neighbourhood environment and could help in implementing more effective interventions for pathological gamblers.  相似文献   
212.
Gambling expansion is commonly justified in public discourse by claims of community benefit, increased employment and capital investment. Compared to other jurisdictions, the Electronic Gambling Machine (EGM) license process in Victoria, Australia, is relatively transparent and amenable to analysis. This article describes research that assessed factors relevant to EGM license decisions made by Victoria’s gambling regulator between 2007 and 2014. During the period under review, the regulator granted 144 of 154 applications, finding that approving these applications would not be detrimental to relevant communities. Most commonly cited factors supporting approvals were commitments to undertake capital works, contribute to community purposes and increase employment. The regulator overwhelmingly agreed that supportive factors would balance harms, such as problem gambling, high levels of expenditure or socio-economic disadvantage. This research demonstrates the difficulty of balancing apparently quantifiable benefits against less readily measurable gambling-related harms in regulatory decision-making. The study found that harms were poorly conceived and understood inadequately and supportive factors frequently overstated. This process may lead to unnecessarily high levels of community harm, contradicting the purposes of the relevant legislation. The article suggests that better, more consistently applied principles are required to ensure the more rigorous scrutiny of supportive factors and improved understanding of gambling harms.  相似文献   
213.
Mainstream explanations to gambling specify conditions under which human agents are locally risk loving. Such theories, however, fail to explain the typically observed prize distribution of a few large prizes and a large number of medium ones—hence the medium prizes paradox. In the current study we show that adaptive learning models recently proposed in the literature offer a solution. Simulations of such models predict that multiple medium prizes will slow down the decrease (over time) in agents' inclination to gamble. We run a laboratory experiment that supports this explanation and shows that the positive effect of medium prizes on the inclination to gamble increases with time.  相似文献   
214.
This exploratory study examined the effect of culture on per capita gross casino and lottery gambling turnover in a country-level analysis. Employing Hofstede's individualism and uncertainty avoidance, this study found that culture could provide some explanations why international gaming jurisdictions differed in their per capita gambling turnover. Individualism was found to be positively correlated with per capita casino gambling turnover, while uncertainty avoidance was negatively correlated with per capita lottery gambling turnover. The results from this study would help businesses and governments to better identify, monitor and anticipate gambling level across regions of diverse culture.  相似文献   
215.
Using the results of the Experian Marketing Services' Simmons® National Consumer Study (NCS) (N0 = 24,581), this paper studies the characteristics of three types of US. gamblers: regular lottery players (N1 = 1100), heavy casino gamblers (N2 = 636) and online gamblers (N3 = 291). We explore each type of gambler using measures of several personality and psychographic variables: impulsiveness, desire for control, materialism, risk taking, self-centredness, introversion, sensation seeking and financial prudence. We find that while all three groups have elevated levels of impulsiveness and materialism relative to non-gamblers (p < 0.01), most noteworthy are the online gamblers, who have higher levels of risk taking, desire for control, self-centredness and sensation seeking compared to casino gamblers, lottery players and non-gamblers (p < 0.01). This study additionally emphasizes the importance of considering demographics when investigating psychographics, as some of the psychographics related to gambling are conditioned on age. In addition, we find that online gamblers who also engage in other forms of gambling may be distinct from those who do not, suggesting they are not a homogeneous group.  相似文献   
216.
Pachinko is an ‘amusement arcade’ type machine that is popular throughout Japan, with an estimated 17.1 million ‘players’ providing an enormous annual revenue of 2.87 trillion yen (US$250 billion). It is simple and easy to play and has all the hallmarks and structural features of gaming machines worldwide. While academic discourses on the addictive potential of gaming machines are well developed, their application to pachinko is very limited. This is, perhaps, due to a number of factors. First, pachinko is portrayed as a game rather than as gambling in Japan, so that addiction issues are ignored or downplayed. Second, most accounts of ‘playing’ pachinko are journalistic rather than academic. Third, academics tend to focus on police corruption and organized crime rather than addiction. Here, we take the approach that pachinko represents ‘gambling by proxy’ and explore its addictive potential. We conclude that unless pachinko is recognized as a form of gambling, present changes in Japanese legislation will be of limited value in tackling addiction.  相似文献   
217.
Abstract

In casino blackjack, the odds fluctuate from round to round as cards are dealt from a randomly shuffled pack. A player who ‘counts cards’ can estimate the odds on the next round and so can vary his bet size accordingly: better-than-average odds warrant a larger bet. The optimal relationship of bet to count is derived here under the criterion of maximum expected increase in capital per round subject to a specified risk of ruin. The optimisation analysis is complicated by the need to impose lower and possibly upper bounds on the bet size. A family of optimal betting schemes is found, depending on the risk selected and other parameters; among this family is the one found by Harris, Janecek and Yamashita using a different optimisation criterion. Representative computational results are displayed for a typical set of blackjack conditions. Some commentary is given on the choice of a bet scheme from the optimal family, depending on the player’s style and objectives. Remarks are also made about Kelly betting, in the context of risk.  相似文献   
218.
In a time when the privileged market position of Svenska Spel is under intense scrutiny by EU officials and pro‐market ideologists, this study provides a critical reading of the advertisement material issued by this Swedish state‐run gambling operation. Drawing on a ?i?eko–Lacanian critique of ideology, the essay identifies and theorizes different kinds of enjoyment promoted in a number of TV advertisement campaigns issued by the company. By taking recourse to the Lacanian notion of jouissance, the study throws light on the radical ambiguity that resides in the gambling win – an ambiguity which manifests itself in the win being pictured as both pleasurable and painful. Moreover, the essay suggests that Svenska Spel entirely excludes the enjoyment derived from the gambling experience as such from its advertisement material, possibly as a consequence of the threat that the promotion of such enjoyment would pose to the company’s legitimacy.  相似文献   
219.
Kristiansen S, Jensen SM. Prevalence of gambling problems among adolescents in the Nordic countries: an overview of national gambling surveys 1997–2009 Int J Soc Welfare 2011: 20: 75–86 © 2009 The Author(s), Journal compilation © 2009 Blackwell Publishing Ltd and the International Journal of Social Welfare. The study presents an overview of prevalence studies focusing on problem and pathological gambling among adolescent populations in the Nordic countries. Past‐year prevalence of problem gambling among adolescents in the Nordic countries ranges from 0.4 per cent (Denmark) to 4.2 per cent (Sweden). Past‐year prevalence of pathological gambling ranges from 0.1 per cent (Denmark) to 1.76 per cent (Norway). Results from the Nordic countries also show that boys gamble more than girls, older adolescents gamble more than younger adolescents and that, as shown in adult prevalence surveys, problem gambling is more widespread among adolescents than among adults. It is concluded that investigations of gambling problems among adolescents in the Nordic countries differ regarding age groups, sampling procedures, response rates, nomenclature and screening instruments, all of which complicates valid comparisons. More collaboration between researchers from different countries is urged in order to improve comparability between national studies.  相似文献   
220.
ABSTRACT

In recent years, there has been an explosion of “experiential design” in casinos, driven in part by research suggesting that curating gambling sensescapes can lure patrons to spend more time – and money – inside the casino. Building on the promise of existing casino ethnographies, this paper argues that a sensory ethnographic approach to the study of gambling environments can offer valuable insight into the experiential design and mood management of the casino. We use sensory ethnography to explore the ambiance of the Montreal Casino, particularly during the casino’s “Vegas Nights” promotion. How does the casino feel (and how does it touch back)? What rhythms flow through its neon labyrinth? What does “getting a real taste of Vegas,” well … taste like? Moreover, we position this ambiance at the center of the casino’s “push-and-pull” approach to problem gambling – where this government-affiliated sensory extravaganza must toe a tenuous line between attraction and responsibilisation. In addition, we examine how the ambiance of the casino is co-produced by patrons and employees. Ultimately, we argue that the casino floor is unlike a sensory research laboratory – for here, sensations mix and mingle, and it takes a sensory ethnographer to quite literally “make sense” of the casino ambiance and its impact on visitor experience.  相似文献   
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