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1.
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   
2.
通过对安全文化发展演变历史的简单回眸,探讨了适用于城市安全减灾的安全文化教育的模式及方法,尤其从文化建设层面上研究了应用安全文化建设方法的特点。作为最现实的应用,还就2008年北京“安全奥运”的系统化建设提出了“安全奥运文化”普及教育的思路。  相似文献   
3.
近年来,食品安全成为全球热点问题之一,为解决食品安全问题,食品可追溯技术应运而生,只要一个条形码,就可追溯到食品的出产地、生长地甚至基因情况,食品有了自己的“身份证”。为保障奥运期间的食品安全,北京应加强食品安全管理,供应奥运食品将全部实行可追溯制度,用科技手段来为奥运会护航。  相似文献   
4.
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   
5.
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   
6.
论奥运经济的八大特征   总被引:8,自引:0,他引:8  
奥运会是全球影响最为广泛的体育运动,现已成为能提供体育文化产品和服务的产业。奥运经济至少具有稀缺性、公共性、资产专用性、区域性、阶段性、间接性、文化性、政治性等特征。只有准确把握奥运经济的基本特征,才能在弘扬奥林匹克精神的基础上收到最大的经济效益。  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.
第十四届釜山亚运会 ,中国代表团以绝对优势 ,位于亚洲各国之首 ,但是与世界体育强国相比较 ,还有一定的差距。本文通过对釜山亚运会的反思 ,具体分析我国的优势项目与不足之处 ,在今后的 6年中 ,全面改进 ,才能使中国军团在北京奥运会再创佳绩。  相似文献   
9.
Far-sighted equilibria in 2 × 2, non-cooperative,repeated games   总被引:1,自引:1,他引:0  
Consider a two-person simultaneous-move game in strategic form. Suppose this game is played over and over at discrete points in time. Suppose, furthermore, that communication is not possible, but nevertheless we observe some regularity in the sequence of outcomes. The aim of this paper is to provide an explanation for the question why such regularity might persist for many (i.e., infinite) periods.Each player, when contemplating a deviation, considers a sequential-move game, roughly speaking of the following form: if I change my strategy this period, then in the next my opponent will take his strategy b and afterwards I can switch to my strategy a, but then I am worse off since at that outcome my opponent has no incentive to change anymore, whatever I do. Theoretically, however, there is no end to such reaction chains. In case that deviating by some player gives him less utility in the long run than before deviation, we say that the original regular sequence of outcomes is far-sighted stable for that player. It is a far-sighted equilibrium if it is far-sighted stable for both players.  相似文献   
10.
接续阶层分化的研究路径,从农民互惠博弈内生视角出发,构建"人际信任-熟人社会"的分析框架,以揭示熟人社会变迁的微观动力机制。研究认为,小农经济的生产形态与农耕文明时期低社会生产力水平以致农民长期面临生存威胁之间的张力,催生了广布于乡村社会的互惠网络,农民人际信任的自我增强与经济互助及道德声誉制度的自我实施相互作用,生成并维系传统熟人社会及其发展。市场性的输入以经济分化和农民离村为着力点打破了这一继替格局。农民摆脱生存威胁后,其互惠付出意愿降低,进而影响博弈双方的行为选择。当信任的自我削弱使农民的制度化信念发生质变时,熟人社会逐步解体趋势难以逆转。流动性社会中,基于连接性社会网络建立新型农村社区,是乡村社会发展的重要方向。  相似文献   
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