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741.
本文首先将工业废气排放量引入代表性工业企业的利润函数,依据Opiela的模型构建代表性金融机构的目标函数和约束条件,基于代表性金融机构的最优决策,得出工业废气排放量与涉农贷款之间的函数关系,继而提出研究假说.然后,基于2009—2018年中国31个省市区(因数据缺失,不包括港澳台地区)平衡面板数据检验研究假说,以研究工业废气排放量与涉农贷款比重之间的关系问题.研究结果表明,工业废气排放量与涉农贷款比重之间为正"U"型非线性关系,随着工业废气排放量的增加,涉农贷款比重先下降后上升.在拐点左侧,减少废气排放量的同时可提升涉农贷款比重,两者之间为"兼容"关系.相反,在拐点右侧,减少废气排放量将降低涉农贷款比重,两者之间为"互斥"关系.进一步研究发现,金融分权和数字基础设施水平还通过大气污染的部分中介效应,间接影响涉农贷款比重.最后,基于研究结论提出了政策启示.  相似文献   
742.
Consumers' emotions play a salient role in consumers' buying process, their consumption behaviours, and their engagement with product/service offerings, owing to which, it has gained much attention in recent years as an area of inquiry. However, literature in this field/subject is theoretically fragmented. Therefore, to enhance the conceptual understanding, this study synthesizes extant literature, using a hybrid review approach. Herein, we attempt to integrate bibliometric analysis, along with the theories, contexts, characteristics, and methodology framework, while consolidating and classifying the domain knowledge, trends, and progress/citation analysis using the bibliometric approach. In the process, we reviewed 384 conceptual and empirical articles, published during the period 1967–2021. The idea was to identify key theories, constructs, research contexts, and methods, based on which, we propose a few potential research areas. Based on our thorough analysis, these areas include (1) consumer co-creation, (2) consumer engagement, (3) service employee interactions, (4) consumer decision making, and (5) consumption experience.  相似文献   
743.
如何提高国有企业的创新能力是一个富有争议的问题。本文以近年来国有企业实施的容错机制为切入点研究国有企业创新问题,通过构建动态博弈模型并求解纳什均衡提出了两个理论假说:(1)正向激励可以提高国企高管的低风险创新激励,但不能提高其高风险创新激励;(2)正向激励和容错机制的结合可以提高国企高管的高风险创新激励。本文以中央企业建立容错机制为准自然实验,基于2013—2019年央企实际控制的上市公司数据,使用多期双重差分法验证了上述假说。进一步研究发现,容错机制对竞争性行业和高管年轻化的国有企业的高风险创新具有更加明显的促进作用。本文的发现为提升国有企业创新能力提供了一个新的视角,也为优化国有企业容错机制提供了依据。  相似文献   
744.
The contributions of economists have long included both positive explanations of how economic systems work and normative recommendations for how they could and should work better. In recent decades, economics has taken a strong empirical turn as well as having a greater appreciation of the importance of the complexities of real-world human behaviour, institutions, the strengths and failures of markets, and interlinkages with other systems, including politics, technology, culture and the environment. This shift has also brought greater relevance and pragmatism to normative economics. While this shift towards evidence and pragmatism has been welcome, it does not in itself answer the core question of what exactly constitutes ‘better’, and for whom, and how to manage inevitable conflicts and trade-offs in society. These have long been the core concerns of welfare economics. Yet, in the 1980s and 1990s, debates on welfare economics seemed to have become marginalised. The articles in this Fiscal Studies symposium engage with the question of how to revive normative questions as a central issue in economic scholarship.  相似文献   
745.
In this article, which is based on an empirical analysis of neoliberal restructuring in Leipzig, East Germany, I describe how the study of affective atmospheres adds to our understanding of urban restructuring, showing how collective moods affect (de)mobilization, contestation and the regulation of urban political economy to shed light on the relation between institutional, political and social processes. I demonstrate the relevance of affect for power relations, political interactions beyond rationality, and the rhythms and temporalities of urban restructuring, as exemplified by two prominent atmospheres that characterize Leipzig—post shrinkage depression (PSD) and anticipatory hope (AH).  相似文献   
746.
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game's storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games.  相似文献   
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