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1.
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
2.
网络直播购物逐渐成为一种新的网络营销与消费方式。对于该模式的剖析,有助于对网络直播购物这一新兴事物进行全景化的解构与阐释,更好地理解与把握该模式的本质与趋势。本文基于第三方立场与视角,以戈夫曼拟剧理论为基础,锚定抖音平台为实践场景,尝试诠释拟剧理论在网络直播购物情境中的新变化、新形式、新内涵。研究选择Top100网络直播主播为分析对象,采用后台运营数据、页面数据爬虫、人工观察分析等多元数据采集与分析方法,对整个网络直播购物场景进行分析。研究发现,网络直播购物呈现出鲜明的拟剧化营销特质,各类要素间存在循环强化的运行机理,消费者的购物行为有着显著的集体偏好,且主体间的协同合作机制促进了消费的延续。该发现有助于对拟剧化营销运行机制、拟剧理论的新场景及网络直播购物这一新兴商业模式进行客观辩证的思考。 相似文献
3.
近年来,在线平台的迅猛发展推动了全球经济数字化加速转型,但同时也引发了包括增值税政策适用在内的诸多挑战.通过研究《欧盟增值税指令》和欧州法院的判例法,以及分析个人数据与在线平台运行之间的关系可以推断出,个人数据是在线平台提供访问服务构成的增值税应税范围内的供应,且与消费者是否向在线平台支付金钱形式的对价无关.在实践中,使用客观价值方法来确定在线服务供应的应税金额存在实际困难,而使用直接联系标准解决易货交易问题,会导致增值税税基在本质上得到扩张.因此,建议当前不要将在线平台访问服务的供应视为一项应税交易.此外,对于商家为获得消费者数据而向平台付款的情形,因其不符合直接联系标准,也不应被视为服务对价. 相似文献
4.
Thomas R. Buckley 《Business History》2018,60(4):512-541
A defining feature of large-scale retailing during the period 1950–1980 was the emergence and evolution of planned shopping centres. During the 1950s, department stores in the United States were in the vanguard of this phenomenon. In contrast, British department stores continued operating from traditional high street sites, and had limited opportunities for expansion within planned shopping centres until the 1970s. This paper addresses the connection between department store retailing and the development of the planned shopping centre in Britain from the perspective of one enterprise: the John Lewis Partnership. The article demonstrates that the Partnership was willing to operate department stores within centrally located shopping centres, but was circumspect about operating stores in non-centrally located shopping centres. 相似文献
5.
以往关于时间压力对冲动性购买影响的研究结论具有两面性,即促进或抑制。文章引入交易效用和感知风险两个调节变量,通过两个实验探讨了时间压力对网络冲动性购买倾向影响的边界条件。首先,当交易效用较高时,时间压力的增加会导致其网络冲动性购买倾向的提高;而当交易效用较低时,时间压力的增加会导致其网络冲动性购买倾向的降低(实验一)。其次,当人们感知风险较低时,时间压力的增加会导致其网络冲动性购买倾向的提高;而当人们感知风险较高时,时间压力的增加会导致其网络冲动性购买倾向的降低(实验二)。研究结论可以帮助电商企业进一步了解消费者的冲动性购买行为,充分利用时间压力的影响,制定更灵活有效的促销策略。 相似文献
6.
袁国宏 《桂林旅游高等专科学校学报》2003,14(2):42-45
我国旅游购物品市场呼唤建立在稳定质量基础上的品牌竞争,竞争的结果必然导致市场的分裂,而创新又带来市场的再结合。在分析旅游购物品品牌竞争的基础上,论述了旅游购物品创新的目的和内容。 相似文献
7.
网上自主学习模式是高校教学改革的有效方式之一,对网上自主学习的方式、效果、利弊及适用人群进行探讨。以科技论文写作知识的学习为例,建立网上自主学习的平台,制作专题学习网站,在石家庄铁道学院的研究生中进行试验教学,对网上自主学习模式的学习效果和认可程度进行分析,得出结论:网上自主学习是可行的,必要的,有助于提高学生自主学习能力,适用于大学高年级及研究生等自控能力和自学能力强的群体,应有针对性地积极落实实施,取得满意的教学效果。 相似文献
8.
Chen Feng Ng 《The Journal of economic education》2019,50(1):44-56
In this article, the author describes the structure and content of a video game that she developed for a hybrid principles of microeconomics course that consists of two 50-minute lectures and a 50-minute online portion per week. The game comprises seven modules, each of which was assigned to be played during the course of the semester for the online portion of the class. The concepts covered in the game include the circular flow model, demand and supply, externalities, comparative advantage, types of market structure, sunk costs, and game theory, and the article explains in detail how the gameplay was related to these concepts. The game can be downloaded for either Windows or Mac computers, or played online at https://sites.google.com/site/gamesforecon/. 相似文献
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