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排序方式: 共有1610条查询结果,搜索用时 375 毫秒
1.
本文以网购旅游者为调查对象,分析其网评使用习惯及其在网评奖励效果作用下对网络评论效用发挥的影响。通过问卷调查和数据分析发现,网评使用习惯和网评奖励效果都对网评效应具有显著正向影响,但网评使用习惯的影响力大于网评奖励效果。同时,网评奖励效果对网评使用习惯与网评效应间的关系具有显著负向调节效应,它削弱了消费者网评使用习惯对网评效应的影响;但消费者的网评使用习惯不通过网站的网评奖励效果对网评效应发挥作用,网评奖励效果不具有中介作用。可见,在网评使用习惯、网评奖励效果和网评效应三者关系中,网评使用习惯是个独立的影响因素,它并不通过网评奖励效果发挥作用,并且由于网评奖励效果的加入,反而削弱了网评使用习惯对网评效应的影响。研究结论表明,对于网评奖励政策的效果,需要客观辩证地看待,不应一味夸大。  相似文献   
2.
Modeling cooperation among self-interested agents: a critique   总被引:2,自引:0,他引:2  
Herbert Gintis   《Journal of Socio》2004,33(6):695-714
This paper reviews recent attempts to model cooperation in groups of self-interested unrelated individuals. It concludes that no empirically plausible model has been developed, and the economist's quest for an explanation of human prosociality in terms of self-interested agents has not been successful. We show that the equilibrium criteria employed in standard game-theoretic models have no attractive dynamic properties, and the mechanisms deployed in these models are not generally seen in empirical examples of cooperative groups. We also show that these models are not robust to plausible rates of signaling error and mutation. We present an alternative, involving strongly reciprocal agents, that satisfies all the requirements for a dynamically stable model of cooperation.  相似文献   
3.
20世纪90年代以后,互联网在全球迅速普及,对西欧政党产生了重要的影响。为适应自身发展的需要,获得更多选民的支持,西欧各国政党纷纷上网。他们竞相在网上开展各项活动。主要包括提供信息、网上竞选、政治参与和组织建设,并取得了一定的成效。但是,受到数字鸿沟、政党实力、政党利益、党员和选民态度的影响,西欧政党的网上潜能没有得到充分地发挥,政党的网上效力有待于进一步提高。  相似文献   
4.
网上购物风险来源、类型及其影响因素研究   总被引:1,自引:0,他引:1  
从风险来源的角度深入地研究了网上购物感知风险类型与其相对强度,对于企业从风险来源上降低和管理网上风险具有重要的指导意义.文章发现消费者在网上购物时,风险主要来源于产品本身、远距离交易、互联网这种交易模式和网站这四个方面.研究结果揭示了,当消费者在网上购物的时候,所感受到最强烈的三个风险分别是,来自于产品本身的产品绩效风险、来自于远距离交易的服务风险和来自于网站的来源风险.最后,研究还发现,消费者网上购物感知风险的强弱与消费者的年龄、网络购物频率之间存在较强的相关性,年龄越大,感知风险越强;网上购物频率越高,感知风险越低.  相似文献   
5.
This paper demonstrates how a repeated public goods problem may be solved by using Tit-for-Tat (TFT) on the Lindahl point. The general solution is developed; geometric and numerical examples are offered.I wish to thank an anonymous reviewer for very helpful comments on earlier drafts of this paper.  相似文献   
6.
文章主要收集了《突厥语大词典》和《福乐智慧》中的民间竞技与游戏的语言材料,通过古代突厥语民族的赛马、射箭、马球、达瓦孜、投掷等体育竞技与游戏,试图再现他们当时的社会生活概貌。  相似文献   
7.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
8.
网络原创文学不大气和网络写手生存的文化背景有关,其原因有写手过于贴近生活、缺乏必要的反刍过程和写手缺乏刻骨铭心的痛苦的生存体验,以及受书写工具的制约等.  相似文献   
9.
The advent of thousands of Usenet groups on the Internet, covering a vast range of medical and welfare issues and ostensibly devoted to the mutual social support of participating members, has raised the potential for the development of new forms of 'virtual' health care. This article critically analyses the use by people with diabetes of one such Usenet group. It seeks to establish, first, the extent to which such a site provides some demonstrable measure of social support to its participants. This is approached by undertaking a structural analysis of the site to identify the extent of usage, and the nature of supporting interventions using a fivefold classification (instrumental, informational, esteem and social companionship and other). Second, the article attempts to identify any disparity between the lay health-knowledge in evidence and biomedical opinions proffered by the use of a panel of consultant diabetiologists. The results of the analysis suggest that the diabetes newsgroup provides an example of an active forum for largely well-informed participants who routinely use the media as an aid to the reflexive management of their medical condition. It also raises the prospect of a renegotiated relationship between medical knowledge and lay experience based upon shared learning  相似文献   
10.
当前中国主题公园的发展面临诸多问题和重重困境,其中最为关键的问题是因缺乏鲜明特性和缺乏主题的再创造性而吸引不到足够的游客。主题公园可以利用网络游戏拥有的众多游戏迷,利用网络游戏的系列性、延展性,通过一定的合作机制,达到增加游客,不断创新主题,从而实现稳定发展的目的。  相似文献   
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