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21.
[目的]开展土地综合承载力评价是科学编制国土空间发展战略的基础。通过构建包含水土资源承载力、经济承载力和生态承载力3个维度土地综合承载力评价指标体系,定量刻画郑州市城市土地综合承载力的特征与轨迹。[方法]运用均方差法,选取2010—2016年郑州市城市土地综合承载力评价指标,分析其土地综合承载力特征。[结果](1)总体上,郑州市城市土地综合承载力不断增强,水土资源承载力呈现先升—降—升的动态演变特征; 经济承载力持续增长,这源于郑州市土地经济效益的大幅提升; 生态承载力呈现波动性增强的演变特征。(2)郑州市城市土地综合承载力经历了较低—中等—较高发展历程,但土地综合承载力处于低层次的较高阶段,仍有较大提升空间。(3)为提高郑州市城市土地综合承载力,应加快“多规合一”规划的编制,科学划定城市增长边界和“三生”空间,转变城市发展理念,优化发展发展路径,提升城市土地综合承载力水平。[结论]郑州市城市土地综合承载力仍有较大提升空间,应加快建立土地综合承载力扩容的有效机制。 相似文献
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Studies that simultaneously explore the effects of sensory experience on consumer emotions and behavior are rare. This paper builds a model of buying behavior based on sensory experience, 570 valid questionnaires were obtained from coffeehouse customers. Using structural equation modeling and multiple regression analysis, this paper validates the concept model and verifies that sensory experience is a significant antecedent to buying behavior. This study indicates that certain sensory experiences significantly influence emotion. Emotion also plays a mediating role in the relationship between sensory experience and behavioral intentions. The findings are theoretically and practically profound as they address the relationships among sensory experience, consumer emotions, behavioral intentions, and buying behavior, as well as explore how the five senses affect emotions and buying behavior. This paper concludes by indicating managerial implications and research limitations. 相似文献
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Michal Kvasnička Rostislav Staněk Ondřej Krčál 《Journal of Industry, Competition and Trade》2018,18(1):47-58
This paper studies the effect of station density on prices in the retail gasoline market in the Czech Republic. We estimate the impact of the number of competing stations in various driving-distance ranges around each station on prices. We find that station density has a negative effect on prices; the effect decreases with distance and is statistically significant up to six kilometers. This suggests that the retail gasoline market is local rather than national. 相似文献
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This paper examines the international trade of a variety of genetically modified (GM) food products over a 27-year period (1984–2011) with data from the United Nations using the tools of social network analysis. The results indicate that each of the different crops have a distinctive pattern of trade that has changed over time due to a number of different factors. Also, trade in agricultural commodities became more diversified over time, dominated less by the United States and other nations central in the trade networks and trade in the individual GM crops was stable over time. Countries maintained their trading partners for specific crops, despite the adoption of the genetically modified varieties. The economic implications of these results are discussed for specific countries. 相似文献
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Prior literature examined reciprocity in the context of value creation. However, research has yet to examine whether reciprocity exists in value sharing. To address this gap, the authors examine retailer’s reciprocal value sharing with its manufacturer in relation to new product introductions. The authors test, via a survey of retail managers, whether reciprocal value sharing is influenced by an interaction of manufacturer’s prior new product success with innovativeness of a manufacturer’s products and the frequency of new product introduction. The results indicate that a retailer’s reciprocal value sharing is greater when the manufacturer historically launched successful new products, and that this effect is decreased with the innovativeness of a manufacturer’s products but increased with the frequency of new product introduction. 相似文献
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Axel Berger Tobias Schlager David E. Sprott Andreas Herrmann 《Journal of the Academy of Marketing Science》2018,46(4):652-673
Firms increasingly use games to interact with their customers. Yet, surprisingly little is known about whether, when, and how such “gamified” interactions engage consumers with a firm’s brand, thereby facilitating self–brand connections. Building on flow theory, we show that gamified interactions that are highly interactive and optimally challenging facilitate self–brand connections, because such games lead to emotional and cognitive brand engagement. A field study and three experiments across various product domains and game designs support our theory. We also identify conditions under which consumers do not become engaged with a brand, namely when firms restrict their decisional control either to voluntarily participate in the game (i.e., compulsory play) or to spend as much time as desired playing the game (i.e., time pressure). Our findings advance existing knowledge about the use of games in marketing and provide important implications for how marketers can harness their potential to build self–brand connections. 相似文献