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61.
全球供应链管理与外贸企业核心竞争力构建 总被引:3,自引:0,他引:3
随着贸易自由化及经济全球化趋势的不断加强,我国外贸企业必将受到国际竞争者的严峻挑战,因此,外贸企业必须重新审视自己的业务模式和发展战略.文章在界定全球供应链概念的基础上,探讨全球供应链管理与外贸企业核心竞争力的关系、外贸企业业务模式的动态演化路径,提出构建我国外贸企业核心竞争力的二个关键要素:服务功能链的提升、虚拟供应链的构建. 相似文献
62.
两型农业建设中相关利益主体间的博弈分析 总被引:1,自引:0,他引:1
资源节约型、环境友好型农业(简称两型农业)建设离不开政府(中央政府和地方政府)、涉农企业和农户。这个过程中也会产生委托—代理问题。基于利益相关者理论,深入分析中央与地方政府之间、地方政府之间、地方政府与涉农企业(农民)之间、涉农企业与农民之间、涉农企业(农民)之间的博弈行为。发展两型农业是利益主体之间动态博弈的结果,但是需要对地方政府、涉农企业和农户实施"引导"。这种"引导",可以使地方政府、涉农企业和农户有充分的信心选择两型生产。需要依靠加大投入力度、促进科技进步、建立科学的政绩评价体系和公众参与制度、加强行业自律和利益协调机制等办法来改进相关主体的博弈行为。 相似文献
63.
Given the recent popularity of augmented reality (AR) games, such as Pokémon GO, this study explores the congruence effect of game characters and brands on brand evaluations and the underlying mechanisms of the effect. Prior gaming experience and motivations are taken into account. An experiment reveals that inexperienced gamers are likely to have more favorable evaluations of the target brands when the images of game characters match the brand images, whereas these effects disappear for experienced gamers. Furthermore, the research demonstrates that experienced gamers are more likely to hold game-specific motivations than the inexperienced, while inexperienced gamers are motivated more by social interaction for playing AR games. Lastly, a mediation analysis reveals that social interaction-related motivation mediates inexperienced gamers’ preference of character–brand congruence. This study sheds light upon how AR games can be utilized by brand communicators. 相似文献
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65.
This paper analyzes platform selection (affiliation) by game developers in the Japanese home video game industry. We develop an elementary model of affiliation by software developers and propose the hypothesis that wider availability of game titles for a platform positively inclines game developers to affiliate with that platform when releasing new game titles. Then, using data for Japan, we estimate a multinomial logit model that includes both the attributes of game developers and the characteristics of platforms, and find evidence supporting this hypothesis. Overall, the findings suggest that game developers expect the indirect network effect to apply, and the prospect of future growth matters to them when deciding with which platform to affiliate. 相似文献
66.
由于中小科技企业低碳生产受制于企业自主战略和外部环境两种因素,因此,科技企业履行低碳生产的社会责任行为,不仅包括在非市场环境中科技企业出于商业利益和社会营销考虑而自主实行的低碳行为,也包括受到利益相关者压力而被动采用的低碳行为。随着外部政策环境的明朗,科技企业低碳生产管理更加具有企业自发性。本文运用博弈论模型,将科技企业低碳生产管理与博弈论紧密结合起来分析,得出政企博弈纯策略和混合策略两种模型,从科技企业管理层面,为科技企业融入企业社会责任、规范合法经营提供了可行的管理指导。 相似文献
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68.
在中国特色社会主义生态文明建设中,环境保护是当今社会重大课题;而环境保护关乎经济发展、社会责任等多个方面,涉及政府、企业、公众多个群体.因此,如何通过有效的机制均衡各群体以做好环境保护工作一直是国家所关注的.通过分析当今情境下政府和企业的博弈过程,研究政府与企业博弈的优化问题,并在此基础上提出相应的解决环境保护问题的对策建议. 相似文献
69.
We consider the problem of axiomatizing the Shapley value on the class of assignment games. It turns out that several axiomatizations of the Shapley value on the class of all TU-games do not characterize this solution on the class of assignment games. However, when considering an assignment game as a (communication) graph game where the game is simply the assignment game and the graph is a corresponding bipartite graph where buyers (sellers) are connected with sellers (buyers) only, we show that Myerson’s component efficiency and fairness axioms do characterize the Shapley value on the class of assignment games. Moreover, these two axioms have a natural interpretation for assignment games. Component efficiency yields submarket efficiency stating that the sum of the payoffs of all players in a submarket equals the worth of that submarket, where a submarket is a set of buyers and sellers such that all buyers in this set have zero valuation for the goods offered by the sellers outside the set, and all buyers outside the set have zero valuations for the goods offered by sellers inside the set. Fairness of the graph game solution boils down to valuation fairness stating that only changing the valuation of one particular buyer for the good offered by a particular seller changes the payoffs of this buyer and seller by the same amount. 相似文献
70.
《Futures》2016
There are many barriers and challenges associated with climate change communication focused on promoting community-based action for sustainable futures. Of particular interest is the challenge to embed community perspectives in a communication process of climate change solutions. In this paper we argue that 3D interactive simulations using design inquiry as a development process, can be an effective way of communicating climate change solutions and multiple community responses. People are more likely to engage with the challenges associated with complexity of climate change at the local level when their perspectives are integrated into viable and multiple pathways for action. Future scenarios of change processes situated in local experiences in compelling and interactive ways can be disseminated holistically by making links between scientific, social, political, economic and cultural elements. Design inquiry, as a research approach, integrates contextual knowledge into communication processes to aid imagining, re-thinking and reembodying viable pathways that explore the kinds of futures we collectively envision. This paper examines the contributions that design inquiry makes to climate change communication using an interactive simulation environment for designing futures. We discuss these ideas using the example of the Future Delta project, a virtual 3D environment that enables the exploration and simulation of multiple community-based climate change solutions in the Corporation of Delta, British Columbia. 相似文献