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91.
Elevated rates of family violence among treatment-seeking problem gamblers compared to general population estimates have been reported in Spain, Canada and Australia. This study examined the occurrence of family violence among 454 problem gambling help-seeking clients (370 gamblers, 84 affected others) recruited through 3 national gambling treatment services in New Zealand. Measures used were the Problem Gambling Severity Index, and a modified version of the HITS Scale which assessed physical, emotional, verbal and sexual abuse. Past-year family violence among gamblers in this sample was 46.8% for victimization, 41.2% for perpetration and 55.0% for any form of family violence. Among affected others the occurrence was 65.5% for victimization, 57.1% for perpetration and 71.4% for any form of violence. The most common type of violence was verbal intimate partner violence. Affected others and women gamblers reported higher rates of violence victimization and perpetration. These findings underscore the importance of screening gambling help-seeking clients for family violence, and the development of prevention and treatment programmes to address violence in this population, with particular attention to affected others and women gamblers. Future research should assess coercive control and the gendered nature of family violence among problem gambling help-seekers.  相似文献   
92.
Max Halupka 《Policy Studies》2017,38(2):168-184
As a decentralised virtual community, Anonymous has been characterised by its oppositional tendencies. Helped by a collective persona and horizontal management structure, Anonymous has facilitated a myriad of differentiated agenda. However, we can observe a distinct change in its participatory form over time. So, while Anonymous, more broadly, functions as a virtual community, its means of engagement has shifted from a social movement to a decentralised cell network. This article explores the relationship between these changes, and its evolution as a virtual community. Drawing upon Iriberri and Leroy’s [(2009 Iriberri, A., and G. Leroy. 2009. “A Life-Cycle Perspective on Online Community Success.” ACM Computing Surveys (CSUR) 41 (2): 129. doi: 10.1145/1459352.1459356[Crossref], [Web of Science ®] [Google Scholar]) “A Life-Cycle Perspective on Online Community Success.” ACM Computing Surveys (CSUR) 41 (2): 1–29] life cycle framework, the article maps Anonymous’ development and identifies the structural changes that have led to this transformation in its modes of participation.  相似文献   
93.
The family‐focused mental health intervention, ‘Let's Talk About Children,’ has positively influenced the lives of families affected by parental mental illness. This paper outlines the use of this brief, strengths‐based intervention for parents with gambling and other co‐occurring issues from the gamblers’ support services sector. Over a six‐month period, a training manual and accompanying resources were adapted for the gamblers’ support services sector and a targeted training session developed. Nine problem gambling counsellors from three Victorian gambling support services trialled the Let's Talk About Children intervention over a four‐month period. Qualitative data were gathered through focus groups, interviews, and practice enquiry groups to determine the impact of the Let's Talk About Children model for gambling support services. The results are presented as ‘practice wisdoms and recommendations’ reporting on the impact of the trial and to provide some guidance to support others in the implementation of a specific family‐focused intervention. This paper reports on the first exploratory trial of Let's Talk About Children for the gambler's support services sector in Australia.  相似文献   
94.
Crowdsourcing platforms like Amazon’s Mechnical Turk and Crowdflower have been touted to be a cost-effective way to collect large amounts of behavioural data. Across four large-n studies, gambling-related behaviours, tendencies and traits among participants in these labour markets were examined. In Studies 1 and 2, both conducted on Crowdflower, problem gamblers (as measured by the benchmark Problem Gambling Severity Index) comprised 24.5% and 21.9% of participants, respectively. In Study 3, conducted on Mechanical Turk, problem gamblers comprised 9.0% of participants. In Study 4, a two-wave longitudinal study conducted on Crowdflower, problem gamblers comprised 13.5% of participants in wave one and 14.8% of participants in wave two. In Studies 2 and 3, strong convergent associations were demonstrated across various measures of problem gambling tendencies and general gambling involvement. Furthermore, it was demonstrated that gambling was associated with personality traits (impulsivity, sensation-seeking, self-control), risk attitudes, affect, and behavioural risk-taking consistent with previous research. In Study 4, it was demonstrated that measures of problem gambling have acceptable test-retest reliability. Online crowdsourcing platforms appear to offer access to samples with remarkably high proportions of problem gamblers. However, this characteristic means that such samples are not necessarily representative of gambling tendencies among more general populations.  相似文献   
95.
This letter aims to highlight a hidden threat in Portugal, scratch cards. Despite having highly addictive components, as compared to other gambling products, scratch card regulation is almost non-existent, possibly leading to an ever-growing multibillion industry. Vulnerable people are easily attracted and there are no strategies to prevent problematic use. Interestingly, however, scratch cards and other lotteries are exclusively provided by a non-profit state-owned organization supposedly promoting responsible gambling. This concern is presented as a starting point for raising awareness in the general public, scientific community and regulatory bodies, so that effective action can follow.  相似文献   
96.
Tilt in poker implies a deviation from an individual’s usual playing style, at a strategic, emotional and behavioural level. It is a specific characteristic of poker, which can affect all kinds of players with varying degrees of frequency. In addition, tilt could be a transitional form of pathological gambling behaviour and a gateway to addiction. The main objective of this research is therefore the design and validation of a measuring scale for tilt episode frequency in an online poker gamblers’ group. Twenty-one items based on the literature and interviews with 10 poker players were created. An online self-administered questionnaire was completed by 263 poker players to validate this scale. The mean age of the sample was 26.7 (SD = 4.45). The Online Poker Tilt Scale (OPTS) consists of 17 items and is the first validated tool for measuring the frequency of tilt episodes associated with online poker. It is composed of two factors: ‘emotional and behavioural tilt’ and ‘cognitive tilt’. Tilt seems to be an essential part of understanding online poker behaviour. This tool will enable researchers studying online poker addiction to perform research on the mechanisms and processes that lead to tilt and its consequences.  相似文献   
97.
Swiss gambling legislation is unique in the fact that it includes health concerns and obligations for gambling operators. Specifically, they are required to provide social measures for the prevention of problem gambling and to collaborate with prevention centres. These provisions are crucial for the development of problem gambling prevention and training programmes. Further, they open important research avenues to make use of data collected within the industry. The present article provides an insight into these specific aspects of Swiss gambling legislation. It also illustrates recent examples of research that has been conducted on the basis of these legal provisions and considers their results.  相似文献   
98.
Research has found gambling to be related to a variety of other addictive behaviours. The study objective was to evaluate the association of Internet gambling with Internet addiction, online sexual engagement, suicidality and substance use, in a sample of Greek adults. The study sample consisted of 789 military personnel. During their annual medical examination the study participants anonymously completed a series of self-reported questionnaires in relation to socio-demographic data, Internet gambling practices, online sexual engagement, Internet addiction, suicidality and psychoactive substance use. We found that Internet addiction significantly predicted engagement with online gambling, followed by substance use in general, and, in particular, the use of cocaine or heroin. Finally, two other predictive indicators were self-reported suicide attempts and engagement with online sex. Online gambling is associated with various behaviours related to impulsivity such as Internet addiction, online sexual engagement, suicidality and substance use. Future research will increase our knowledge on the contribution of new technologies and the Internet in Internet gambling dimensions, as well as on the associations with other high-risk behaviours such as substance use, pornography and suicidality.  相似文献   
99.
王万宏 《民族学刊》2017,8(4):35-38,105-107
藏族网民对数字图片、视频、歌曲、影视、游戏和小说等网络文化的喜好使得他们形成了网络文化的使用习惯、特点以及强烈的网络文化认同感.藏族网民在网络文化载体手机化趋势和网络文化消费娱乐化倾向与其他民族的网民保持着一致性.但在网络文化认同上则表现为更加喜欢选择藏族网络文化产品;更加积极参与到对涉藏网络文化传播内容、方式的肯定、批评和建议中;更加倾向于由藏人自己主导、创作的网络文化作品;强烈希望涉藏网络文化创作和传播过程中对藏族文化习俗的理解和尊重.网络为藏族文化的传播和保护带来了新的机遇,更重要的是在藏族网民心中逐步建立起了网络文化认同.  相似文献   
100.
冯博  叶绮文  陈冬宇 《管理科学》2017,20(4):113-126
P2P ( 个人对个人) 网络借贷是指通过网络借贷平台,在全球范围内实现个人与个人或小微企业间的小额信用借贷交易. P2P 网络借贷作为全新的互联网金融服务受到商业界的高度关注,而且发展成为学术研究的国际前沿领域. 对 P2P 网络借贷相关研究文献进行了综述,具体从影响借贷交易的信息因素、羊群效应以及社交网络等 3 个方面分析了该领域研究的现状和发展脉络. 因为中国已超越美国成为全球最大的 P2P 网络借贷交易市场,所以结合中国的具体情境和问题,提出了未来研究工作的展望.  相似文献   
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