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31.
网络购物市场存在商品鱼龙混杂的典型现象:高价格的商品不一定高质量,低价格的商品也不一定低质量,表现出明显的信息不对称特征。文章基于网络购物市场所存在的两个维度不对称信息的特征事实,即厂商在产品质量与产品生产成本两个方面拥有私有信息,通过构建二维不对称信息的分析框架,从市场均衡的视角首次解释了上述现象的经济机理。分析表明,由于二维不对称信息的存在,消费者和厂商决策的互动过程使得市场上产品价格与质量不再具有单调递增关系,从而网络购物市场可能出现鱼龙混杂的市场均衡,文章证明了这一均衡在合理的条件下是存在的。文章通过比较静态分析考察了市场环境的变化如何影响商品质量的价格信号显示效率以及消费者购买行为,并考察了网络购物行业商家披露信息、消费者对于商家的反馈评分机制和保证退货等手段对于消除商品鱼龙混杂现象的有效性,为进一步规范发展我国网络购物行业提供了参考。 相似文献
32.
将K-means聚类算法应用到无线局域网(WLAN)位置指纹定位中,虽然可以缩短定位时间,但是容易降低定位精度。为了解决此问题,提出了基于改进指纹聚类的WLAN定位优化方法。首先根据接收信号强度标准差来优化初始聚类中心的选取,然后对指纹数据进行聚类处理,最后进行在线定位。实验结果表明,与传统的WLAN位置指纹定位方法和K-means聚类定位方法相比,基于改进指纹聚类的定位优化方法不仅缩短了定位时间,还能有效提高定位精度。 相似文献
33.
Dwi Suhartanto Mohd Helmi Ali Kim Hua Tan Fauziyah Sjahroeddin Lusianus Kusdibyo 《Journal of Foodservice Business Research》2019,22(1):81-97
This study assesses the direct influence of food quality and e-service quality on customer loyalty toward online food delivery (OFD) service and its indirect influence through the mediation of customer satisfaction and perceived value. This study uses a survey of 405 OFD service customers from Bandung, Indonesia. By applying variance-based partial least squares to evaluate the proposed model, this study confirms the direct effect of food quality on online loyalty, but not e-service quality. Further, this study discloses the partial mediation role of customer satisfaction and perceived value on the relationship between both food quality and e-service quality on online loyalty toward OFD services. 相似文献
34.
Educating limited resource older adults for better choices to lower risk of food insecurity 下载免费PDF全文
Carolyn L. Bird Jacquelyn W. McClelland 《International Journal of Consumer Studies》2017,41(2):225-233
United States (U.S.) national and North Carolina state data on older adult food insecurity in combination with associated poor nutrition‐related health outcomes point to a critical need for interventions to improve their food security. Nearly 8% of North Carolinians aged 60 and older and 11% of those aged 50–59 are food insecure, placing North Carolina in the top ten states in the U.S. for food insecurity for both age groups. Therefore, the Better Choices intervention was designed to educate limited‐income older adults in ways to manage their meager resources to purchase more and healthier foods. The purpose of this study was to determine the effectiveness of the Better Choices intervention in improving the knowledge, attitude, and behavior of participants concerning their food money resource management. Older adults (n = 453) with ages ranging from 59 to over 90 years participated in 8 weeks of educational programming delivered by educators in 15 participating North Carolina counties. In a cross‐over program design participating counties were randomly assigned to two groups, to create a control for the food money resource management treatment. A three‐points‐in‐time survey supported longitudinal measurement. Independent samples t‐tests showed no significant differences between groups at baseline. Paired sample t‐test results show the intervention was effective with statistically significant improvement of participants' knowledge regarding preparing a healthy meal on a budget, beans as a low‐cost alternative to meat, and the use of unit pricing to compare products to identify the best value. Participant‐developed action plans reflected planned behavior change. Study results show this group of older adults were capable of and willing to adopt new behaviors for a healthier lifestyle. While not a representative sample, the broad applicability of adult learning and planned behavior theories underpinning the program lead us to conclude that the methods and theories applied in this intervention should be of use to educators and practitioners serving limited‐resource older adult populations. 相似文献
35.
This research investigates how consumers assess hotels’ corporate social responsibility (CSR) practices when writing online reviews. The study explores the CSR discourse in online reviews over a 10-year period, highlighting how CSR’s social and environmental dimensions relate to the main hospitality topics (experience, amenities, location, transactions, value). Based on a longitudinal automated text analysis covering 480,000 reviews across six European cities, the findings reveal that hotel customers have gradually begun paying more attention to CSR factors, particularly to social and environmental ones. However, the aggregate results suggest that the overall CSR consumer discourse is still very limited, although it does have important implications in terms of consumer emotions and hospitality dimensions. 相似文献
36.
Chien Chi Yeh 《旅游业当前问题》2019,22(1):107-126
Purpose: Backpacker tourism is flourishing in this century as the high development of Internet technology which enables travellers to search for resources they need easier. The research goal of this study was to exam how virtual skill and collective efficacy affect process innovation capability and subsequent team performance of collaborative design team in a virtual community. Design/methodology/approach: In this study, we formulated the virtual team model from the perspectives of open innovation paradigm and virtual competence, and we collected virtual community participation samples from the online communities. Invitation emails were delivered to numerous trip plan initiators in two well-known online travel communities for filling survey questionnaires for this study. In total, 3000 invitation messages were mailed, of which 373 were returned completed. The model and hypotheses were tested by structural equation modelling. Findings: Virtual competence, including collective efficacy and virtual media skill, is the essential key to facilitate process innovation capability and subsequent team performance success. Besides, knowledge sharing significantly moderates the relationship between process innovation capability and the team performance. Originality/value: Backpackers in the online travel communities have to have not only the willingness to collaborate, but also the abilities of using the correct tool to help with their tasks. When a self-efficacy gets into collective efficacy, it enables the collaborative team to develop with good virtual competencies. Accordingly, trip plan initiator and participants of a virtual team are as expertise contributors between conformity in online communities and online compulsive control tendencies. 相似文献
37.
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
38.
ABSTRACTThis 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
39.
Thomas Leclercq Ingrid Poncin Wafa Hammedi Avreliane Kullak Linda D. Hollebeek 《Journal of Marketing Management》2020,36(5-6):550-577
ABSTRACTWhile 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
40.
Apiradee Wongkitrungrueng Nassim Dehouche Nuttapol Assarut 《Journal of Marketing Management》2020,36(5-6):488-518
ABSTRACTLive 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