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1.
Drawing on the information system success model and perceived value theory, we develop a research model to examine factors that may affect user satisfaction and loyalty of mobile payment platforms. Empirical data was collected from users using Alipay and WeChat Pay in China, and a total of 410 valid responses were gathered for data analysis. The results show that the multi-dimensional formative perceived value including benefits and sacrifice is important determinant of mobile payment user satisfaction and loyalty. The three benefit dimensions of functional value, experiential value and social value are more important value components than the two sacrifice dimensions of risk and cost, and experiential value is the dominant component of mobile payment users' value perception. As for the antecedents of perceived value, system quality and service quality mainly affect perceived benefits, while information quality has a greater impact on risk. The research results provide the contribution of specific value dimensions to users' perceived value and the impact of quality characteristics on specific perceived value for mobile payment platform providers, thus helping them to adopt effective strategies to strengthen market competitiveness and retain existing users.  相似文献   
2.
E-commerce livestreaming depends heavily on user engagement. However, the effect of relational bonds (i.e., financial bonds, social bonds, and structural bonds) on user engagement in e-commerce livestreaming has not been well understood. Our study develops a conceptual model to investigate the impacts of relational bonds on user engagement and addresses the mediating role of trust. We collected data from users of the DianTao App. The results show that social bonds and structural bonds positively affect user engagement, while financial bonds have no direct impact on user engagement. Financial bonds, social bonds, and structural bonds are positively related to trust in the broadcaster. Similarly, financial bonds, social bonds, and structural bonds are also positively associated with trust in the platform. Furthermore, trust in the broadcaster and trust in the platform directly affects user engagement, fully mediating the impact of financial bonds on user engagement, while partially mediating the impacts of social bonds and structural bonds on user engagement. In addition, we find that experience moderates the mediating effects of trust between relational bonds and user engagement. The findings of this study provide useful insights for operators who should invest in building relational bonds and user trust to improve user engagement in e-commerce livestreaming.  相似文献   
3.
Virtual influencer (VI) marketing has become increasingly prevalent on social media with the evolving landscape of digitalisation. However, the use of VIs in tourism has received limited attention in the literature. This study examines salient source and content attributes that stimulate Instagram users’ engagement with VIs in a tourism context. An online discrete choice experiment was designed using key attributes (i.e. source realness, image composition and caption discourse) identified from online focus groups. Survey responses from 309 adult Instagram users in Australia were analysed through discrete choice modelling. The findings indicate that humanlike VIs are preferred over 3D animated VIs and the least preferred influencers are 2D animated VIs. Instagram posts from humanlike VIs that combine images of tourism settings with rational messages attract the most engagement from the audience. Theoretical and practical implications are provided with recommendations for how tourism practitioners can harness VI marketing effectively.  相似文献   
4.
This empirical research (n = 177) compared the impact of user generated videos and brand generated videos on online shopper perceptions, attitudes and purchase intentions. The study was guided by the technology acceptance model. Source of videos was a between-subjects factor. The findings indicated that online shoppers did not differentiate between the two video sources when evaluating the perceived usefulness of the videos. Conversely, user generated videos had a significantly greater impact on attitude toward the ad and attitude toward the brand than brand generated videos. Further, there was no significant main effect of video source on shopper purchase intentions. Theoretical and practical implications are discussed.  相似文献   
5.
The concept of User Driven Prioritisation Process (UDPP) was introduced to give Airspace Users (AUs) more flexibility under demand-capacity imbalance. This paper presents two UDPP-DCB models, built on the UDPP principle, using the Selective Flight Protection (SFP) approach to minimize the total delay cost. AUs are enabled to adapt their operations in a more cost-efficient way in the presence of capacity constraints in airspace, optimizing their flights to keep the priorities track. Then, ATFM integrates the AUs’ decision to reassign the time slots and the preferred rerouting trajectories. Results suggest that the delay cost for AUs can be largely reduced through applying the UDPP-DCB models proposed in this paper, while allowing rerouting proves effective in reducing the system delay cost.  相似文献   
6.
This study aims to establish various market segments based on consumers' attitudinal elements influencing the adoption of mobile payments (m-payments). It also examines the best discriminators between identified clusters of m-payment users. Three hundred and sixty m-payment users participated in the study. Cluster and discriminant analyses were employed for the analysis. The findings suggest that two segments are established, and strategies can be developed accordingly. The study provides marketers with numerous touchpoints to propagate the adoption of m-payment apps. It also comprehensively explains m-payment users in developing economies by superimposing the cohorts to Roger's diffusion of innovation model.  相似文献   
7.
Lead users are proposed as a valuable resource for marketers in terms of the (1) development, (2) adoption, and (3) diffusion of new products. We present the first consumer study to provide evidence that the latter two suggestions are justified. First, we find that lead users demonstrate stronger domain-specific innovativeness than more “ordinary” users. Second, lead users perceive new technologies as less “complex” and might therefore be better prepared to adopt them. Third, we find that lead users demonstrate stronger opinion leadership and weaker opinion seeking tendencies. Finally, we discuss the implications of our findings for the marketing of new products.  相似文献   
8.
EC transport law is set to be complemented by a series of Regulations giving rights to passengers for almost every mode of transport. These Regulations not only give transport law a distinct consumer dimension but also add new elements to European private law. This paper attempts to provide a horizontal, or intermodal, survey of these Regulations, adopted and proposed. It is argued that passenger law, although originating separately and remaining a sector distinct from other fields of law, has become part of a wider, three-stranded notion of European consumer policy deserving due attention as the force most dynamically expanding the area of Community law of contracts and of torts. The paper will point to the elements of consumer contract law and the law on travel and tourism related to passenger transport and elaborate on the basics for finding a common notion of the key terms like “passenger” and “damage” for Community law. It concludes with some points for further reflection.
Jens KarstenEmail:
  相似文献   
9.
Studies about augmented reality (AR) largely discuss the design of applications and adoption behaviours of the AR system. Attempts to understand user experiences with AR are scarce, especially in the field of tourism. This paper contributes to this gap by identifying travellers' experiences with AR applications when obtaining travel information. More specifically, this study applied the concept of sensation-seeking to segment travellers to better understand their AR experiences. An online questionnaire was designed and completed by a sample of 1042 study participants who all used an AR app in the course of this study. The results demonstrate the applicability of sensation-seeking to explain heterogeneous AR experiences. Of the four sensation-seeking elements, experience-seeking and boredom-susceptibility were identified as key elements to classify the travel groups in the context of AR applications. Managerial implications for tourism marketers are suggested.  相似文献   
10.
The rapidly expanding market for wearable computing devices (wearables), driven by advances in information and communication technologies (ICT), wireless access, and public acceptance of a design aesthetic, is indicative of the near limitless potential for changing the relationship of users to information context(s). As the adoption of wearable devices spreads, there are cultural and social impacts that represent both barriers and opportunities, with subsequent policy ramifications. All too often designers, technologists, and policymakers operate independently developing products that are out of sync, lack interoperability, or are hindered by well meaning, but obstructive policy. This paper proposes a futures-based, iterative policy-informed design framework for developing wearable devices that guides interdisciplinary collaborators early in the process of designing a research & development plan. This approach allows for the development of “images of the future” through which various potential implications and effects of device design in social, technological, and regulatory contexts can be explored.  相似文献   
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