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31.
田丽丽 《价值工程》2015,(18):178-180
信息时代,网络已经深深改变了传统社会中人们的生活方式和工作方式,大大提高了人们获取和传递信息的能力。在如今的大学校园,网上购物已成为了当代大学生课余生活的一大热门。校园网的高速、快捷为校园购物网站的建设提供了得天独厚的条件。如何在拥有广大消费群体和消费潜力的校园市场,开辟出一片符合大学校园的电子商务市场,建立一个基于校园网的经济、实用、高效、稳定的校园购物网站,是当前亟待解决的问题。本文通过对校园网站营销进行探讨和研究,提出了相应的营销策略,以期能对校园购物网的发展起到一定的借鉴作用。  相似文献   
32.
对微型齿轮模具入模角挤压成形的影响进行有限元模拟,利用DEFORM软件模拟其成形过程中的金属流动充填规律和变形中应力应变、载荷特征,揭示了其微成形过程的变形机理,选择合理入模角实验,挤出形状良好的微型齿轮。  相似文献   
33.
ABSTRACT

This study discusses how to apply counseling-learning (CL) principles to a particular e-learning solution for teaching a tourism-related subject via a massive open online course (MOOC). Several effective caring patterns in achieving learning-related goals and being part of a community according to the CL principles are presented and discussed using the MOOC “eTourism: Communication Perspectives” as a case study. The study underlines how the MOOC platform can act as a place for contents enjoinment and active learning. Moreover, the active role of social media for increasing the engagement of learners in the proposed activities and for developing a sense of the community is identified. In particular, Facebook and Twitter can act as places for community building and informal social interactions among learners that last beyond the completion of the course, which in turn can be a valid aid for continuing the relationships among instructors/learners and learners/learners, and for reaching new ones.  相似文献   
34.
ABSTRACT

While online communities may enhance firm performance, they commonly fail to retain members. To address this challenge, scholars and managers call for the use of gamification. However, despite gamification’s growing use in online communities, insight into its effect on member experience and behaviours remain limited. We hypothesise that gamification affects member-perceived distributive and procedural justice. In experimental studies, we assess the impact of in-gamification perceived justice on member contributions. We find that while high in-gamification perceived procedural justice acts as a necessary prerequisite for member contributions, high distributive justice can reduce game-related uncertainty, thereby rendering gamified practices less fun, particularly for low-engaged community members that tend to value rewards. We add to the literature by (a) pinpointing the core role of perceived justice in the persistence of online communities, and (b) unveiling that high distributive justice can lead gamification to backfire in online communities by affecting member experience and contributions.  相似文献   
35.
外商直接投资(FDI)可以通过劳动力需求效应和技术溢出效应改变东道国的劳动力就业结构和行业相对劳动生产率,进而影响行业工资差距,并且这种影响具有不确定性;由于投资动机和进入方式的不同,FDI对行业工资差距的影响具有异质性并表现为地区差异。基于中国服务业的经验分析发现:外资进入通过增加低工资行业的相对就业规模和提升高工资行业的相对劳动生产率扩大了行业工资差距,适应中国低技能劳动力丰裕而高技能劳动力相对稀缺的劳动力市场条件;在以垂直型和合资型FDI为主的地区外资进入具有显著的扩大行业工资差距效应,而在以水平型和独资型FDI为主的地区这一影响并不明显。因此,应努力提高劳动力人力资本水平并充分保障低技能劳动力的权益,积极鼓励和引导水平型FDI进入并适度减少垂直型FDI的引入,持续增强企业的技术吸收能力并不断缩小技术差距,进而在高效利用外资的同时缩小行业工资差距。  相似文献   
36.
ABSTRACT

Live streaming has recently become a popular direct selling channel which offers small, self-employed sellers unseen levels of consumer interaction and engagement. While the extant research focused on consumer motivation and intention to shop via live streaming, little is known from the seller’s perspective. Indeed, the potential advantages of live streaming commerce are accessible to everyone, but sellers experience different levels of success with this medium. Using a mixed quantitative and qualitative approach, this study analyses Facebook data of live streaming sellers to assess the nature and extent of engagement metrics, and delineate the dynamic, interactive live streaming sales process. We identify four sales approaches and twelve strategies adopted in acquiring and retaining customers. This typology of sales approach representing seller-focused antecedents is mapped against the relationship process and outcomes to provide a framework for understanding relationship mechanisms in live streaming commerce.  相似文献   
37.
Terms, such as “out-of-stock,” “sold out,” and “unavailable” are commonly used by retailers to communicate a product or brand outage. Although these terms are technically equivalent, prior research on product outage and product scarcity suggest that they may be interpreted and processed differently by consumers. The present research investigated whether the manner in which a product outage was framed elicited different consumer behavioral intentions, attributions, and perceptions in the context of online retailing. Data were collected by means of an online experiment. The experiment incorporated a hypothetical scenario approach in which research participants were asked to react to a particular combination of treatment and blocking factors. Results demonstrated that ceteris paribus, framing a product or brand outage as “sold out” produces fewer negative product and website reactions than does framing it as “out-of-stock” or “unavailable.”  相似文献   
38.
Today, brick-and-mortar retailers with integrated online shops have many alternatives to increase their customers’ shopping satisfaction: They could invest in (for the retailers) new physical store technologies (e.g., beacons or magical mirrors if not implemented up to now), new online shop technologies (e.g., visual tagging or webcams), or in new less technology-based improvement options (e.g. events or product testing). We propose an adapted Kano based stage-gate approach to support multichannel retailers confronted with such selection problems. The approach is applied to a major European sporting goods retailer. 37 improvement options are pre-selected and evaluated by current and potential customers. It can be shown that instore returns, instore services, reserve&collect, click&collect, customization, product testing, and magical mirrors are drivers of satisfaction for the current customers and should be implemented in contrast to, e.g., geofencing or beacons. The potential customers are more technology-savvy, but show similar categorizations as a current customer segment and so confirm the selection.  相似文献   
39.
Digital technologies have squeezed the entire world into a small frame. Trade and transactions never stop, and they go where the customer is. Marketers must reinvent their strategies and toolkits to win in this hyper-connected world. Companies are creating new and improved ways for engaging and involving their consumers, and one significant tool now used by companies for these purposes is the app. Mobile phones have registered the highest growth among all technological evolutions, and mobile apps are proliferating. Apps are being used across a diverse range of industry verticals, including banking, e-commerce, travel, and tourism. This article studies a set of twenty different banking apps and segments consumers based on their adoption and usage of the apps. This article emphasizes the role of mobile technologies to change established channels and banking services, and also analyzes how the Indian banking sector has benefited from the adoption of mobile apps.  相似文献   
40.
The understanding of the determinant factors of customer purchase intention is necessary, and it is equally important to study the online purchase context, since this context is disseminated among customers. A theoretical model has been elaborated on and tested, considering the constructs of information quality, distrust, and perceived risk as antecedents of purchase intention, and aiming to analyze the relationship among these constructs in the online purchase context. A quantitative research study has been performed by means of the application of a survey. Multivariate statistics techniques have been applied for data analyses, including structural equation modeling. This study contributes to the evolution of the empirically tested concepts by providing a greater individual understanding of each construct presented in the theoretical model, as well as the relationship among them as determinants of purchase intention; the indication is that meaningful relationships were found which may impact greater profitability and, consequently, greater competition for online retailers.  相似文献   
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