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41.
This paper presents a revised version of DSM-IV-J criteria for youth, the DSM-IV-MR-J, together with psychometric data stemming from its use in a major prevalence study of adolescent gambling and problem gambling. The case is made for further development and testing of current and emerging instruments to screen for problem gambling in youth, with the aim of establishing one internationally accepted gold standard measure.  相似文献   
42.
This study is the first attempt to measure the prevalence of problem gambling attributable to a specific sector of the gambling industry. One thousand, one hundred and five casino patrons in 40 casinos in the UK were interviewed, face-to-face. Respondents were screened for problem gambling using a multiple response version of DSM-IV (DSM-IV-MR). The study found support for Eadington's (1988) hypothesis, that UK casinos could be largely sustained by regular players, among whom the prevalence of problem gambling is high. The study also found support for the hypothesis that, to the extent different gambling sectors are patronised by demographically different client groups, so the problem gamblers associated with them will reflect these client groups. The problem gamblers among the regular casino patrons were demographically distinct from the problem gamblers in the sample who showed a preference for other gambling forms. Other key findings support those found in other jurisdictions. Sector-specific prevalence studies may be the next step forward in epidemiological research on problem gambling. They have the major advantage of netting significantly more problem gamblers from much smaller samples than similar studies in the general population. They also have the potential to reveal the proportion of problem gamblers attributable to each sector, along with their demographic characteristics. Such information would result in more specific information being available for regulators seeking to minimise the social impact of problem gambling and those involved in the development of prevention and treatment strategies.  相似文献   
43.
Few attempts have been made to incorporate evolutionary and cross-cultural perspectives on gambling. This paper begins with the assumption that gambling represents a risky endeavor undertaken for the purpose of winning stakes. This assumption leads to the derivation from evolutionary theory of two hypotheses concerning the socio-demographic characteristics of gamblers: (1) gambling should be over-represented among males, and (2) among young adults. To test these hypotheses, data are drawn from three sources. A cross-cultural sample of 60 societies reveals that males are more often identified as gamblers than females, and these results do not appear to reflect reporting biases. The data are insufficient to enable conclusions about age patterns associated with gambling within this cross-cultural sample. Nationally representative studies of problem and pathological gamblers drawn from seven nation states show that such gamblers tend to be over-represented by young males, as predicted. Lastly, available demographic data on casino gambling hint at sex differences in the games played and the stakes wagered, but require further research for robust conclusions to be drawn.  相似文献   
44.
This study aimed at empirically identifying groups of adolescents with distinct longitudinal trajectories of gambling involvement and validating these groups by comparing them with respect to correlates. 903 low SES boys were followed annually from age 11 to 16 years. Three groups were found: an early-onset high-level chronic group, a late-onset high-level group, and a low gambler group. The Chronic group and the Low group consistently differed on teacher-rated inhibition (i.e., anxiety) during childhood and early adolescence. They also differed on concurrent teacher and self ratings of disinhibition (i.e., impulsivity), while the Late Onset group appeared to lie in between these groups. Compared to the Low group, both high groups subsequently had elevated scores on later gambling related problems.  相似文献   
45.
AIMS: To examine changes in skin conductance level (SCL), for problem gamblers in response to personally relevant imaginal tasks, representing winning or losing. SETTING, DESIGN, PARTICIPANTS AND MEASUREMENTS: SCL and subjective arousal were compared for problem poker machine gamblers (n = 13) and a control group (n = 20). Participants were asked to describe a situation in which they had (a) won and (b) lost during a period of gambling. Before and during the task, recordings of SCL were taken. FINDINGS: There were significant differences between responses of problem and social gamblers. A significant interaction indicated that social gamblers became more aroused in reaction to winning than losing, whereas problem gamblers became equally aroused in response to both tasks. CONCLUSIONS: The results suggest that it may be responses to losing, rather than winning that are paramount to the development and maintenance of problem gambling.  相似文献   
46.
This paper describes and evaluates “As luck would have it,” an awareness program completed by retailers in Quebec Province. This program, which is presented as a two-hour awareness promotion workshop, aimed to inform retailers about excessive gambling. More specifically, it provided answers to the following questions: (1) What is chance and randomness? (2) Is there a link between misunderstanding the concept of chance and excessive gambling? (3) How does one recognise the symptoms of this disorder? (4) How should retailers intervene if they decide to do so? Results showed that retailers developed a better understanding of problem gambling, could recognise its main symptoms, felt more capable of coping with excessive gamblers, and of choosing the most appropriate moment to do so. In the follow-up phase, retailers who had attended the workshop reported that they approached a problem gambler significantly more often than the retailers who had not attended the workshop, and had discussed how to help problem gamblers significantly more often. The practical implications of these results are briefly discussed.  相似文献   
47.
Vallerand et al. (2003) have proposed that individuals can have two distinct types of passion toward an activity. Harmonious passion, an internal force leading one to choose to engage in the activity, is proposed to be associated with positive consequences. Obsessive passion, an internal pressure forcing one to engage in an activity, is posited to be associated with negative consequences. The present study sought to determine the role of the two types of passion in various cognitive and affective states associated with dependence and problems with gambling. Participants (n = 412) were recruited at the Montréal Casino and given a questionnaire measuring passion toward gambling, as well as consequences associated with dependence and problem gambling. Results showed that obsessive passion for gambling predicted poorer vitality and concentration in daily tasks, as well as increased rumination, anxiety, negative mood, guilt, and problem gambling. These relations were not found for harmonious passion for gambling. Results are discussed in light of the motivational approach to passion (Vallerand et al., 2003).  相似文献   
48.
This research provided background for surveys and interviews in later stages of a 3 part project. It aimed to identify, from secondary research, sociodemographic characteristics which tend to support registered clubs and their machine gaming activities in the Sydney Statistical Division. Using multiple methods including Pearson's Product Moment correlation, Principal Components factor analysis, and stepwise regression, the study profiled Sydney populations which spend highly on gaming machines. The most important sociodemographic predictors of Sydney statistical local areas where per capita gaming machine expenditure is high are large proportions of the adult resident population who were born in Malta, Greece, Lebanon, China, Italy, Vietnam, Yugoslavia, India or the Philippines; have no vocational or tertiary qualifications; or are unemployed.  相似文献   
49.
The South Oaks Gambling Screen (SOGS) is a psychometric instrument widely used internationally to assess the presence of pathological gambling. Developed by Lesieur and Blume (1987) in the United States of America (USA) as a self-rated screening instrument, it is based on DSM-III and DSM-III-R criteria. This paper describes the origins and psychometric development of the SOGS and comments critically in relation to its construct validity and cutoff scores. Reference is made to the use of the SOGS in the Australian setting, where historically gambling has been a widely accepted part of the culture, corresponding to one of the highest rates of legalised gambling and gambling expenditure in the world. An alternative approach to the development of an instrument to detect people who have problems in relation to gambling is proposed.  相似文献   
50.
While most pathological gamblers, like most alcohol abusers, recover on their own, it seems likely that they are at greater risk for relapse than those who have been through successful treatment. Accordingly, a substantial increase in treatment resources for pathological gamblers, along with greater efforts to establish the effectiveness of these treatments, ought to receive national priority. If the data on alcohol-abusing self-changers are generalizable to self-changing pathological gamblers, the prognosis for gamblers who stop gambling all together is better than for those who aspire to controlled or nonproblem gambling. While pathological gamblers with comorbid substance abuse are more difficult to treat than those without it, the impact of comorbid substance abuse on the decision by pathological gamblers to change has not yet been explored, although it should be. Similarly, the impact of other Axis I pathology on pathological gambling self-change, especially depression and anxiety, should be thoroughly explored. The most pressing problem in this field appears to be definitional. As a consequence, until consensus is reached on a reliable, valid, and useful classification scheme for pathological gambling, both research and clinical efforts will continue to suffer.  相似文献   
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