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The relevance of videogames in the contemporary cultural ecosystem and their social impact make it necessary to develop theories and analytical models to understand the expressive potential of videogame design, and how videogames work as texts, giving shape to certain values, behavioural patterns and ideological visions. To do so, it is crucial to build a bridge between game studies and contemporary semiotics. Thus, with this aim, we present in this paper an analysis model for studying videogames as texts that combines theoretical and methodological elements from social semiotics and procedural rhetorics, a specific branch of game studies. Our model is based on four levels: the narrative, ludo-narrative, system-gameplay and designer-player dimensions. As a case study, the model is applied to the videogame The Last of Us.  相似文献   
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In the election to the Althingi on 25 April 1987, the established party system in Iceland received its greatest blow so far. The four main parties between them managed only three-quarters of the valid votes, the Independence Party and the People's Alliance, both suffered their worst defeats ever. The new parties had a field day, as the Citizens' Party—the first major splinter group from the large Independence Party since its foundation—and the Women's Alliance received over 10 per cent of the votes each. Thus, the signs of crisis in the established party system—increasingly visible since around 1970—indicate an uncertain future for the four-party format in Icelandic politics.  相似文献   
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This article examines the conditions under which firms in different economies were able to emerge as significant actors in the global computer industry during different time periods. To achieve this, the article divides into three periods the history of the industry in terms of the three major policy regimes that have supported the dominant firms and regions. It argues that these policy regimes can be thought of as state developmentalisms that take significantly different forms across the history of the industry. U.S. firms’ dominance over their European counterparts in the 1950s and 1960s was underpinned by a system of “military developmentalism” where military agencies funded research, provided a market and developed infrastructure, but also demanded high quality products. The “Asian Tigers”—Taiwan, Singapore, Hong Kong, and South Korea—in the 1970s and 1980s were able to eclipse their Latin American and Indian rivals due in large part to the significant advantages offered by a highly effective system of “bureaucratic developmentalism,” where bureaucratic elites in key state agencies and leading business groups negotiated supports for export performance. The 1990s saw the emergence of a system of “network developmentalism” where countries such as Ireland and Israel were able to emerge as new nodes in the computer industry by careful economic and political negotiation of relations to the United States, reestablished at the center of the industry, and by more decentralized forms of provision of state support for high-tech development. Finally, the conditions under which new regimes can emerge are a consequence of the unanticipated global consequences of previous regimes. While state developmentalisms have been shaped by existing global regimes, they have promoted further and different rounds of industry globalization. Seán ó Riain is professor of sociology at the National University of Ireland, Maynooth. His research has been primarily on the political economy of high-tech growth in Ireland and elsewhere, and on work and class politics among software developers. He is the author ofThe Politics of High Tech Growth: Developmental Network, States in the Global Economy (Cambridge, 2004).  相似文献   
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The impact of local campaigning on voter choice has been studied within the theme of mobilisation. Grassroots effort can attract votes efficiently, but campaign contact is (potentially) endogenous, so results showing positive effects could be flawed. Experimental solutions to this problem are possible, but could also have low external validity. Drawing on the electoral geography literature, this article suggests that endogeneity concerns can be addressed through so‐called ‘friends and neighbours voting’. One source of endogeneity is that that candidates may tend to canvass those living close to their own homes, and those canvassed would be expected in any case to be prone to support local candidates. The problem of endogeneity is reframed and treated as an omitted variable bias. Using unique Irish data on the geographic location of the homes of candidates, as well as data on the location of the voters, the analysis confirms that canvassing has a positive impact on candidate choice independent of the effect of geographic distance. More importantly, these two variables interact. The results point to the relevance of the geographic dimension of electoral politics in driving the endogeneity bias in local campaigning studies.  相似文献   
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