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1.
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   
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在就跨境电商对华商网络贸易所具有的替代效应与互补效应进行理论分析的基础上,利用古诺模型分析市场均衡的结果及贸易效应,采用面板数据实证检验跨境电商对华商网络贸易的影响,结果表明跨境电商对华商网络贸易的互补效应大于替代效应:一方面,由于华商网络对出口贸易的影响尤为显著,而跨境电商平台又以出口贸易为主,从而跨境电商对华商网络出口贸易的影响较大;另一方面,跨境电商平台偏向于差异化产品贸易,因而跨境电商对差异化产品的华商网络贸易有着较大影响。也就是说,跨境电商对华商网络贸易的互补效应在出口贸易与差异化产品贸易上表现得尤为显著。  相似文献   
3.
ABSTRACT

The aviation e-service system is an important part of support for business communication in regions covered by Belt and Road initiative. In exploring the role of airline companies in this system, we examine the structure of the network, which consists of airlines interconnections based on small data of individual attributes of aviation companies in aviation e-services, and study these interconnections across different groups using block modeling. The heuristic solution of airline companies in development of international communication and cooperation is further discussed. Among our policy implications for global managers, we suggest the enhancement of cross-regional cooperation among airlines.  相似文献   
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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   
6.
Over the last decade, influencer marketing has become one of the most important tools for companies and brands to increase awareness, sales, or image strength. Since consumers prefer brands and companies whose image is congruent with their actual or ideal self, we could expect that consumers tend to prefer influencers whom they can compare themselves with. Therefore, congruence between consumer and influencer is imperative in influencer marketing and may indicate whether the influencer will be able to promote products to the target audience in an appealing way. Using a quantitative empirical study, we surveyed more than 7500 individuals measuring how they perceive a specific influencer's credibility, content usefulness, congruence, and purchase behaviour. The results suggest that if there is a congruence between an influencer and the follower, the impact of the influencer's experience and its content usefulness on purchase behaviour is stronger.  相似文献   
7.
《Journal of Retailing》2019,95(4):111-115
Sensory elements are an important aspect of both offline and online retail stores and can non-consciously influence consumer judgments and purchase behavior. In offline settings, ambient factors like scent, lighting, and music have been shown to influence customers’ shopping experiences and their buying behaviors. For online retail outlets, sensory factors related to color, display patterns, and layouts can have significant effects on consumer behavior. Sensory elements have strong managerial relevance since they can non-consciously influence behaviors and because they are relatively easy to change; for example, it requires minimal effort to change the lighting or the music at a physical retail store or the display pattern for an online store. The eight papers in this special issue address theoretical and practical issues related to how different sensory elements can strongly influence retail practices. These papers focus on underexplored topic areas and also on emerging technologies, which stimulate thoughts for further research in these areas.  相似文献   
8.
Artificial intelligence (AI) has captured substantial interest from a wide array of marketing scholars in recent years. Our research contributes to this emerging domain by examining AI technologies in marketing via a global lens. Specifically, our lens focuses on three levels of analysis: country, company, and consumer. Our country-level analysis emphasizes the heterogeneity in economic inequality across countries due to the considerable economic resources necessary for AI adoption. Our company-level analysis focuses on glocalization because while the hardware that underlies these technologies may be global in nature, their application necessitates adaptation to local cultures. Our consumer-level analysis examines consumer ethics and privacy concerns, as AI technologies often collect, store and process a cornucopia of personal data across our globe. Through the prism of these three lenses, we focus on two important dimensions of AI technologies in marketing: (1) human–machine interaction and (2) automated analysis of text, audio, images, and video. We then explore the interaction between these two key dimensions of AI across our three-part global lens to develop a set of research questions for future marketing scholarship in this increasingly important domain.  相似文献   
9.
自邻近性理论提出以来,邻近性在创新合作网络及其演化中的作用得到了很多学者的关注,相关研究丰富而庞杂。从邻近性因素对创新合作的影响、邻近性因素在创新合作中的相互作用以及创新合作对邻近性因素的影响等方面梳理了当前的研究进展,力图在邻近性因素与创新合作构成的复杂系统中厘清相互关系与动态作用机制。在此基础上,针对当前研究中尚未明晰和解决的问题,进一步提出了未来研究中有待持续深入的议题。  相似文献   
10.
《Journal of Retailing》2022,98(2):277-293
This research examines how consumers’ intentions to purchase food change depending on the visualisation mode (3D vs. AR) and product format (served vs. packaged). In three studies, we demonstrate that mental simulation of eating experiences (process and outcome) mediate these effects. Study 1 shows that AR visualisation of a served food improves simulation of the eating process over 3D visualisation, with a positive effect on purchase intention. Study 2 reveals that 3D visualisation improves purchase intention for packaged products (high instrumental properties) over served products (low instrumental properties) while the opposite is true for AR visualisation. In addition, interactivity and immersion mediate the effects of 3D (vs. AR) on mental simulation of the eating process for packaged products. Study 3 extends these results by showing that 3D increases purchase intention by eliciting mental simulation of the eating outcome, when the food is visible due to transparent (vs. opaque) packaging (displaying both sensory and instrumental properties), but that no such differences emerge for AR. This research highlights the importance of using different visualisation modes to promote food depending on the product format. The findings have important implications for both offline and online retailers.  相似文献   
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