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1.
资源约束背景下,如何制定有效的创业导向及资源行动策略对动态环境中企业成长具有重要意义。基于动态能力视角,以恒瑞医药为例,探讨其不同发展阶段创业导向、资源行动策略与企业成长间的内在作用机理。结果发现:①高差异性和高合法性是企业资源行动所追求的理想状态,但在不同发展阶段二者的侧重点不同;②创业导向为企业资源行动策略提供方向,而资源行动策略则是创业导向得以实施的保障,二者相互契合,共同促进企业成长;③多重资源约束是企业创业导向和资源行动的直接动因,而企业能力提升是创业导向和资源行动产生的有效结果,该过程中管理者认知为企业资源环境分析、创业导向制定以及资源行动选择提供有力保障。  相似文献   
2.
揭示创客资本的内涵与特征,有助于深层次挖掘创客与经济社会发展之间的关系。运用关键词共现、社会网络分析和扎根理论方法,对148篇文献、21位由创客与众创空间负责人等构成研究对象的访谈资料和网络文本资料展开分析。社会网络分析发现互联网、数字经济、分享经济等是创客发展的重要驱动力,创客可借助众创空间社会网络跳出时空局限,运用网络资源参与大众创新活动,并与社会网络形成价值共创关系,推动协同创新和平台生态系统构建;扎根理论分析结果表明,创意制造、开放协同、网络共生、边际非稀缺是创客资本的4个核心特征,并印证了社会网络分析结果。基于上述分析结果,进一步基于社会网络理论界定了创客资本的内涵,提出未来需要深度挖掘创客资本与网络场景之间的交互机制及其结果效应。  相似文献   
3.
We examine the effect of a regulator-led advocate for minority shareholders on merger and acquisition (M&A) performance in China. In recent years, the China Securities Regulatory Commission established the China Securities Investor Services Center (CSISC), which began its ownership of 100 shares of public firms in 2016. The CSISC advocates for the interests of minority shareholders proactively. Focusing on abnormal stock returns in M&A announcements, we find that acquirers that have the CSISC as a shareholder (CSISC acquirers) exhibit higher positive abnormal stock returns than non-CSISC acquirers. Cross-sectional analysis suggests that the core results are mainly driven by firms with severe agency problems and weak external/internal monitoring, and those not controlled by the state. In addition, we find that CSISC acquirers have better long-term performance and encounter more M&A failures than non-CSISC acquirers. Our findings indicate that although the CSISC only holds 100 shares of listed companies, it plays an effective role in monitoring and driving firms to make appropriate M&A decisions.  相似文献   
4.
While the customer-to-manufacturer (C2M) business model has received increasing attention as a new business model for e-commerce and retail industry, little is still known about it and the effect of its approach. This study aims to understand how brand-related stimuli in C2M environments affect customer responses as the worldwide COVID-19 pandemic. The outcomes reveal that the Sensory, affective, and intellectual aspects of brand experience positively influence brand authenticity. Brand authenticity has a positive effect on behavioral intention, such as reuse intention and word-of-mouth. Additionally, this research finds that social presence moderates the association between the sensory aspect of brand experience. Thus, this study can suggest a C2M business model as a means of sustainable operation of the retail industry to both researchers and practitioners in relation to the retail industry.  相似文献   
5.
While online retail sites succeed in reinforcing perceptions of human warmth on their websites thanks to more and more interactive technologies, the charitable sector cannot, for lack of human, technical and financial resources, make use of such technologies. This research paper demonstrates the potential of a simple tool: the socially rich photo. Although the literature has extensively documented how photos impact visitor behavior in online environments, research in the context of donations through charity websites is rare and has provided contradictory results. By focusing more closely on the role of the individual represented in such photos (the recipient of a donation versus the donor), our studies, conducted in France, offer additional insights on the subject as well as managerial advice for organizations.  相似文献   
6.
Although gamification has received considerable attention from both researchers and practitioners, its influence on consumers remains ambiguous. This paper proposes that a negative process through decreased attention and a positive process through increased enjoyment explain the effects of gamification on different outcome variables. Study 1 examines these two processes and gamification’s downstream consequences on purchase intention and product information recognition. For purchase intention, the two processes operate in parallel and produce a null effect of gamification. For product information recognition, only the negative process emerges, resulting in a negative effect of gamification. Studies 2 and 3 focus on the negative effect of gamification on product information recognition and show that the negative effect disappears in gamification designs that link the game elements with meaningful information about the product (Study 2) or make consumers aware of the distraction potential of game elements (Study 3). The studies’ findings provide managerial insights into why not all gamification endeavors yield the desired results; they also specify two boundary conditions (i.e., meaningfulness and disclosure) that may help managers avoid potentially detrimental effects of gamification.  相似文献   
7.
Social media emerged as a primary source of information among young users, but its severe effect on mental state due to information overload, still an area of concern for the researchers. Generation Z users' addiction to the mobile phone/gadgets is increasing with a rise in social media and consequently their behavioral outcomes have transformed completely. Nowadays behavioral issues including stress, fatigue, ‘fear of missing out’ and ‘phubbing’, anxiety etc. rising each day but the relationship among these issues and information overload is less examined. The social media users are unable to filter the trustworthy information due to its enormous size and thus role of information support from government becomes essential. The current study extends the S-O-R theory exploring relationship between the stimulus of enormous information on the responses generated among the Generation Z such as social media fatigue, ‘fear of missing out’, ‘phubbing’ and anxiety. The findings from a sample of 319 users belonging to Generation Z suggest that social media platforms need to understand user's compulsive usage that is resulting into fatigue and consequently anxiety. The role of government information support on reducing fatigue and anxiety is found to be positive. The relationship between ‘fear of missing out’, ‘phubbing’ and anxiety is found significant and shows presence of partial mediation. The study offers significant theoretical and practical implications. It is significant for the service providers and social media platforms to advance interfaces with minimum fatigue for the users and offers information support to the users to reduce stress caused by information load.  相似文献   
8.
Applying behavioural economic theory, we argue that the frequency of philanthropic activity is important in determining corporate philanthropy's economic outcome. Using Chinese data from 2003 to 2016, we find that firms with more frequent philanthropic activities obtain more government subsidies than firms that only engage in one-off charitable donations. Firms with better corporate governance, such as higher management ownership and more independent directors, are more likely to adopt a strategy of frequent donation. Furthermore, firms are more likely to be frequent donors when management or local government officers have a long tenure. Our findings provide insight into the giving process and suggest that firms can maximize the benefit of corporate philanthropy if they strategically consider the donation frequency and donation amount simultaneously.  相似文献   
9.
This article examines peer influences from network relationships within a social network game (i.e., embeddedness) and across such games (i.e., multiplexity). Drawing on social influence theory, we develop a bivariate Poisson model of users’ repeated visits and latent attrition that accommodates peer interaction after controlling for homophily. We estimate the model using data from two social network games with considerable overlap among network members. We find that friends who are only multiplex across games exert greater peer influence on users’ game visits than members who are embedded within a single game. We also determined that ignoring network multiplexity across games may lead firms to mistarget users due to biased peer influences of embedded friends. This result provides an unresearched explanation—strength of peer influence—for the mixed findings in previous literature on network embeddedness. We utilized our results to conduct several scenario analyses to demonstrate how firms can effectively manage users’ engagement and target users in multiple social network games.  相似文献   
10.
A cruise ship constitutes a unique research laboratory for the study of workplace bullying and presenteeism because of its manifestation of the phenomena and situations that traditionally characterize total institutions. This study analyzes the role of workplace bullying as a potential risk factor for presenteeism in the workplace and the moderating role of social support. Results confirmed that work-related bullying is positively connected to the phenomenon of presenteeism, whereas person-related bullying is negatively related. The findings also confirmed the role of social support, specifically supervisor support, as a moderating agent of this relationship. The supporting details are further elaborated, and the main implications for the future of the cruise industry are presented. The findings can facilitate cruise line companies in designing prevention plans and implementing well-targeted anti-bullying policies according to the type of workplace bullying experienced by workers that can substantially improve their effectiveness.  相似文献   
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