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221.
This article examines the psychometric performance and reliability of two problem gambling scales (the South Oaks Gambling Screen [SOGS], and a scale based on the Diagnostic and Statistical Manual (4th edn) [DSM-IV]) and their constituent items, based upon data from the first British Gambling Prevalence Survey (Sproston et al ., 2000). Separate factor analyses of SOGS items and DSM-IV items suggested the existence of two independent factors in each case: dependence and gambling-related problems. Scores based upon SOGS and DSM factors correlated only moderately. It is concluded that no single existing screening questionnaire adequately reflects the multi-dimensional nature of problem gambling.  相似文献   
222.
This paper offers an overview of the existing literature concerning problem gambling and families and identifies gaps in current research knowledge on this topic. Relevant theoretical perspectives are outlined and the role of familial factors in the development of problem gambling is discussed. This is followed by a focused review of the effects of problem gambling on family members, specifically the spouse, children and parents. Available treatments and therapies for family members are also reviewed. The paper concludes by identifying the limitations of existing knowledge and some directions for future research on this topic.  相似文献   
223.
Abstract

The authors report findings from the first national survey of gambling among college students. They collected information from 10,765 students attending 119 scientifically selected colleges included in the 2001 Harvard School of Public Health College Alcohol Study (CAS), which indicated that 42% of responding students gambled in the last school year and 2.6% gambled weekly or more frequently. These findings contradict the widely held opinion based on previous studies that gambling is prevalent among college students. Previous studies used convenience samples that might have overestimated the risk for gambling problems. Male students and students of legal age (> 21 y) were more likely than others to gamble. Availability of gambling, measured by the number of types of gambling venues located in the schools' states, influenced their decisions to gamble. The concordance of characteristics associated with both gambling and binge drinking suggested a disposition to take risks that is independent of the risk objects.  相似文献   
224.
This article argues that gambling is a paradigmatic form of consumption that captures the intensified logic at the heart of late modern capitalist societies. As well as a site of intensified consumption, it claims that gambling has also become the location of what has been described as a new form of ‘social pathology’ related to excess play. Drawing on Castells' (1996) notion of techno‐economic systems, it explores the ways that intersections between technology, capital and states have generated the conditions for this situation, and critiques the unequal distribution of gambling environments that result. It argues that, while the products of these systems are consumed on a global scale, the risks associated with them tend to be articulated in bio‐psychological discourses of ‘pathology’ which are typical of certain types of knowledge that have salience in neo‐liberal societies, and which work to conceal wider structural relationships. We argue that a deeper understanding of the political and cultural economy of gambling environments is necessary, and provide a synoptic overview of the conditions upon which gambling expansion is based. This perspective highlights parallels with the wider global economy of finance capital, as well as the significance of intensified consumption, of which gambling is an exemplary instance. It also reveals the existence of a geo‐political dispersal of ‘harms’, conceived as deteriorations of financial, temporal and social relationships, which disproportionately affect vulnerable social groups. From this, we urge an understanding of commercial gambling based on a critique of the wider social body of gambling environments within techno economic systems, rather than the (flawed) individual bodies within them.  相似文献   
225.
Abstract

Aims: To apply the stress‐coping‐support perspective to the study of the effects of problem gambling in the family. Specifically, to examine the ways in which family members cope and the nature and sources of support they receive. To compare coping strategies of family members of gamblers with those of individuals living with other addictive behaviour in the family. Design: Cross‐sectional interview and questionnaire study of close relatives of problem gamblers. Participants: Sixteen close family members of gamblers from separate families, mainly parents and partners. Data: Semi‐structured interview; adapted version of the Coping Questionnaire (CQ). Findings: Data from the CQ and qualitative analysis of interview data suggested considerable use of ‘engaged’ (specifically controlling) ways of attempting to cope with such problems, comparable to the use of such strategies by relatives of people with alcohol or drug problems, but little use of ‘tolerant‐accepting’ and ‘withdrawal’ ways. Interview data on the support received (or not) by family members confirmed previous research showing that relatives of people with addiction problems often feel unsupported, but particularly appreciate positive emotional and practical support for themselves and their problem gambling relatives. Conclusions: The stress‐coping‐support perspective, previously applied to families with alcohol and drug problems, also offers an appropriate framework for understanding problem gambling and the family.  相似文献   
226.
In this work we propose novel markers for identifying at-risk gamblers based on the concept of sustainability. The first hypothesis here verified is that problematic gamblers oscillate between intervals of increasing wager size followed by rapid drops, probably because they exceed their economic sustainability limits. Due to the non-periodic nature of these fluctuations, the proposed marker detects a certain occurring feature, such as a rapid drop in wager size, over a wide range of fluctuation periods, drop sizes and shapes. The second marker, counting the number of games the gambler is involved in, aims at predicting possible consequences of an exceeding amount of time dedicated to gambling, that ultimately causes social and relational breakdowns. In the experimental phase we demonstrate how the adoption of these markers allows for identifying larger segments of high- and medium-risk gamblers with respect to previous research on actual betting behaviours.  相似文献   
227.
In this study we compared gambling behaviour of 15 pathological gamblers (PG) and 15 non-problem gamblers (NPG) on two conditions of a commercially available slot machine. One condition used a commercially available two-second event frequency (games per minute), while the other condition used an experimental three-second event frequency. The payback percentage (wins relative to losses) and reward frequency (wins over number of games played) varied randomly across conditions. The results showed that PG had significantly higher measures than NPG on time spent gambling, excitement level and desire to play again in the two-second condition. In the three-second condition there were no differences in excitement level and desire to play again. The number of PG playing the maximum time (60 minutes) was reduced in the three-second version, and reward frequency contributed to reduction in time spent gambling. The results may have implications for understanding behavioural mechanisms of pathological gambling among slot machine players.  相似文献   
228.
Although several aspects of gambling have been thoroughly investigated, little is known about the effect of seasonality on gambling. This study investigated the seasonal patterns in slot-machine usage, based on a unique data set of slot-machine usage from a German gambling centre using time series analysis. Knowledge of seasonal slot-machine usage patterns provides useful insights for researchers, gambling centre managers and legal authorities. Slot-machine gambling activity appears to be highest in November, when poor weather is compounded with lack of entertainment activities and lowest in December, when ample entertainment possibilities may distract people from gambling. The estimated daily and weekly seasonal patterns support the self-control literature, which suggests that self-regulatory failures are more likely when people are more tired; after work, or late in the evening. The high variation in gambling during winter implies that the availability of alternative entertainment activities may have an important influence on slot-machine usage.  相似文献   
229.
This paper critically reviews the existing literature on the effectiveness of gambling prevention programmes for youth. Two categories of preventive strategies, all universal and most school-based, are presented: gambling-specific prevention programmes and gambling and related skills workshops. The age of the participants across the different studies varied from 9 to 20 years. Results show that programmes in both categories are generally effective in reducing misconceptions and increasing knowledge about gambling. However, a lack of long-term follow-ups and of behavioural measures makes it difficult to draw any clear conclusions about the effectiveness of such programmes. Recommendations are presented to improve the development and evaluation of future prevention programmes for youth gambling.  相似文献   
230.
This paper reviews Australian classification practices for commercial video games that contain simulated gambling. In the last decade, over 100 video games featuring gambling simulations have been classified as suitable for commercial sale to youth in Australia, with 69 of these video games rated ‘PG’ for Parental Guidance Recommended (i.e. suitable for ages 8+years) and the remaining 33 rated ‘G’ for General (i.e. suitable for all ages). A review of the literature suggests that consumer advice and warnings related to video game material are often inconsistent and/or not adequately provided. A public health approach suggests that the presence of gambling content in video games may present risks to younger players unfamiliar with how gambling operates. It is argued that there is a need for further academic debate on social responsibility issues of early childhood and adolescent exposure to, and involvement in, simulated gambling activities available in interactive gaming technologies.  相似文献   
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