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1.
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   
2.
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   
3.
党的十九届五中全会提出了到2035年人均GDP达到中等发达国家水平的远景目标,因此测算和回答能否和如何如期实现该目标,对于我国实现第二个百年奋斗目标和坚持“四个自信”具有重要的意义。为此,本文根据跨越和陷入“中等收入陷阱”经济体的发展经验,对2021—2035年我国潜在增长率变化进行了测算。一是参照跨越和陷入“中等收入陷阱”经济体在我国相同发展阶段时各主要生产要素的变化,模拟设定我国未来各主要生产要素的增长率;二是通过运用附加人力资本的增长核算模型测算基准、乐观和悲观三种不同情境下未来我国经济的潜在增长率,验证我国2035年发展目标实现的可能性;三是依据主要要素对潜在增长率的贡献度,提出我国如期实现2035年发展目标的相应政策建议。  相似文献   
4.
In recent years, augmented reality (AR) technology has received considerable attention from academics and practitioners. Although AR technology has a bright side, its dark side has been relatively overlooked. Therefore, this study aimed to investigate the effects of AR technology characteristics on customer citizenship behavior via two conflicting mechanisms: customer immersion and customer fatigue. The study also explored the boundary conditions of customer experience. A total of 247 questionnaires were collected from customers who had prior experience of using IKEA's AR mobile shopping application. A structured model was analyzed using SmartPLS 3 and PROCESS Macro for mediation and moderated mediation effects. The study enriches the current knowledge on AR technology by demonstrating that AR technology can lead to customer citizenship behavior in relation to a brand's AR technology. Interestingly, customer immersion was found to positively mediate the relationship, but customer fatigue was found to negatively mediate it. Furthermore, customer experience was found to strengthen the positive mediation effect of customer immersion and weaken the negative mediation effect of customer fatigue.  相似文献   
5.
Academic literature retains a dearth of empirical evidence of the cutting-edge aspect of artificial intelligence (AI)-powered digital assistance and digital multisensory cues, despite the prospect of these factors on real-life customers' luxury brand online shopping experience. Thus, the aim of this study is to examine the significant pathway and effects of AI-powered digital assistance toward customers’ luxury brand online shopping experience. Drawing on S–O-R (Stimulus, organism, and response) and TRAM (Technology Readiness and Acceptance Model) paradigm, a multi-method research design was deployed to investigate constructs. Firstly, semi-structured interviews were utilized to explore customers' online behavior under the luxury brands and information technology aspect. Secondly, survey data were collected and analyzed by using partial least squares structural equation modeling (PLS-SEM) and fuzzy-set qualitative comparative analysis (fsQCA). The PLS-based analysis of quantitative data confirmed the exploratory insights of qualitative findings, establishing the connections of AI-powered digital assistance, customer engagement, and customers' luxury brand online shopping experience. Research findings also suggest that customer engagement plays a mediation role in the relationship between AI-powered digital assistance and customers' luxury brand online shopping experience. Besides, digital multisensory cues moderate the relationship between AI-powered digital assistance and customer engagement. Further, fsQCA complements the findings of PLS-SEM that reveal the significant combination of factors that lead to the perceptions of customers' luxury brand online shopping experience.  相似文献   
6.
自然资源规划评估在实践探索中形成了一套“三期十步法”的评估模式。文章以总结国内外规划评估经验为基础,具体阐述自然资源“十三五”规划评估开展的基本内容和任务,并结合实践中存在的突出问题,提出完善“十四五”规划评估的建议:一是推动自然资源规划评估标准化建设;二是构建完善的评估数据信息系统;三是建立良好的评估运行监测机制;四是加大规划评估的宣传引导。  相似文献   
7.
Influencer marketing has become a powerful channel for brand promotion and market expansion in the hospitality industry. However, those responsible for implementing influencer marketing campaigns are susceptible to the “myth of viewability” and rely on the Cost Per View (CPV) evaluation metric, rather than the more appropriate Cost Per Action (CPA). The current research explores the aforementioned myth from a hospitality management perspective by identifying the types of image (or photo) which attract more audience commentary or liking. A qualitative research approach is adopted involving two experiments with influencer pairs across the restaurant context in Taipei, Taiwan. We selected influencers Q and S as our manipulated group. In sharing images on their social media platform, it was found that they make greater use of personal than of food related images. The opposite was the case for the controlled group - influencers X and A – who shared more food than personal images. The researchers tracked viewer responses and then actions towards influencer postings to determine (a) which influencer approach draws more views and (b) the costs that are attributable to views and/or actions. They drew upon the findings to formulate an Owner-Influencer Matrix, a strategic planning tool and framework that helps owners and influencers to optimize influencer marketing. It is concluded that interactions between influencers and business owners should be beneficial to both parties. This empirical study may provide business owners and social media influencers with insights about communicating the respective brand values of their counterparts and designing sponsorship collaborations with a capacity to generate the desired consumer responses.  相似文献   
8.
9.
Based on a qualitative exploratory study that combined three sources of qualitative data: interviews, archival data, and observational notes this research aims to explore the dimensions of sustainable food experiences offered in the luxury gastronomic industry. Our research indicates two critical findings. First, chefs’ definition of sustainable luxury food experiences should encompass both functional (e.g., sustainable and healthy food, eco-friendly practices) and experiential (e.g., sensory, creativity, pleasure, aesthetics) aspects. Second, Michelin-starred chefs’ motivations to adopt and promote sustainability incorporate, in addition to extrinsic factors (Planet and people), intrinsic factors (plate, pleasure, and place) not addressed previously in the literature. Our study enriches the literature on sustainable hospitality overall, and in particular in luxury restaurants by considering an emic perspective centered on the way the principal actors (chefs) define and implement sustainability in a new service and hospitality sector: the luxury gastronomy sector.  相似文献   
10.
通过理论基础、维度与测量、影响因素、组织绩效影响等4个方面对人力资源柔性研究现状做文献研究述评,并基于此提出研究与实践新方向,提出本土国情下中国商业银行人力资源柔性、创新能力以及创新实践的测量体系,探讨人力资源柔性与创新能力以及创新实践之间的影响关系,充分考虑外部环境对上述关系的影响,提出中国商业银行业务创新实践的概念模型。该模型有助于拓展人力资源柔性理论的实证研究,并基于研究成果深入剖析适合中国商业银行发展的人力资源柔性管理模式。  相似文献   
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