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31.
This paper analyses factors determining open environmental innovation (EI) and explores the possibility of embracing their tensions to achieve integrated environmental strategic goals. Building on recent literature linking open innovation and EI, the study assumes open EI strategic goals as a multidimensional construct based on the “synergistic and interwoven nature” of four identified enabling factors, that is, partners, knowledge, benefits, and motivations. A fuzzy‐set qualitative comparative analysis (fsQCA) based on Boolean algebra is conducted to analyse a set of 186 European companies operating in the telecommunication and information and communication technology (ICT) service industries. Making important theoretical, managerial, and policy contributions, this paper offers insights into the key factors enabling open EI and the tensional relationships within and between them. In doing so, it captures the non‐linear effects among these factors and the strategic goals related to an open EI strategy. It also suggests how the paradox theory might help in addressing the tensional dilemma of open EI strategy. 相似文献
32.
Matthew Kelly Lyndall Strazdins Tarie Dellora Suwanee Khamman Sam‐ang Seubsman Adrian C. Sleigh 《Revista Internacional del Trabajo》2010,129(3):411-426
La economía de Tailandia ha cambiado rápidamente de la agricultura a la industria manufacturera y el sector de los servicios, pero el ordenamiento del mercado laboral y la representación de los trabajadores son mucho menos consistentes que en los países desarrollados, donde hubo una transición más lenta y gradual hace ya décadas. Los autores estudian el robustecimiento de las políticas y la legislación tailandesas en el ámbito de la seguridad y la salud en el trabajo, que obedece a las normas internacionales y a la nueva Constitución democrática. Por último, identifican los principales retos pendientes, entre ellos el cumplimiento de la ley y una medición mejor de los efectos del trabajo en la salud física y mental. 相似文献
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Paola Antonello 《Economic Systems Research》1999,11(2):139-162
In a well-known essay first published in 1953, Goodwin analyzed the dynamic adjustment of quantities and prices to long-run equilibrium values, in a set ofn ‘Walrasian’ markets. He treated the crossed adjustment of prices and quantities as a linear Hamiltonian vector field. In more recent work, Goodwin introduced non-linear perturbations in his multi-sectoral adjustment model. He assumed that real consumption depends non-linearly on relative prices. This paper shows the following: (1) Goodwin's behavioural hypotheses are compatible with the assumption that agents maximize; (2) if the dynamic process is Hamiltonian, then symplectic coordinate changes are essential tools of analysis; (3) if the real wage is rigid and returns to scale are not constant, then the Hamiltonian model can generate chaotic transients or, in extreme cases, pure chaotic motions. 相似文献
35.
Drawing on reversal theory (Apter, 2007), the current research proposes that internet users' metamotivational state (telic vs. paratelic) determines advertising interactivity's effectiveness. An online field experiment involving 141 Facebook and Twitter users tests this proposition. Research findings support telic state consumers form more positive attitudes toward a low-level interactive ad, whereas paratelic state consumers form more positive attitudes toward a high-level interactive ad. Further, this research shows that an arousal seeking tendency mediates the metamotivational state's impact on ad attitude. 相似文献
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西方消费文化理论研究的发展、演变与反思 总被引:4,自引:0,他引:4
西方消费文化理论运用了社会学、哲学、历史学、政治学等跨学科研究方法,经历了传统社会、现代社会到后现代社会的深刻变化,形成了炫耀性消费、符号消费等诸多理论,对其进行全面评述,并加以批判性运用,是当前西方消费文化研究的重要任务。 相似文献
38.
We examine the role of school grades as a signal of worker productivity under different examination systems in relation to errors that may affect student performance. Firms use school grades as a signal of workers’ effective skills, taking into account that these evaluations are effected by stochastic shocks. We show that more precise evaluation systems, being associated with a higher reactivity of wages to school grades, induce students to provide more effort. Low ability students tend to react less than high ability students. Moreover, individuals with low abilities may prefer less accurate evaluation systems. Nevertheless, when productivity increases, these systems become less convenient and the number of individuals preferring them diminishes. Our analysis highlights an important trade-off between centralised and decentralised evaluation systems. On the one hand, frequent evaluations, typical of decentralised systems, weaken the impact on grades of those errors which influence student performance and, so, reduce signal noise, while, on the other hand, different teachers generally adopt different performance assessment standards, leading to noisier evaluations. 相似文献
39.
Sam K. Hui 《Quantitative Marketing and Economics》2017,15(1):29-55
With an estimated market size of nearly $18 billion in 2016, casual games (games played over social networks or mobile devices) have become increasingly popular. Because most casual games are free to install, understanding repeat playing behavior is important for game developers as it directly drives advertising revenue. Game developers are keenly interested in benchmarking their game versus the market average, and understanding how genre and various game mechanics drive repeat playing behavior. Such cross-sectional analysis, however, is difficult to conduct because individual-level data on competitors’ games are not publicly available, and that the casual gaming industry is highly fragmented with each firm making only a handful of games.I develop a Bayesian approach, based on a parsimonious Hidden Markov Model at the individual level in conjunction with data augmentation, to study repeat playing behavior using only publicly available data. After applying the proposed approach to a sample of 379 casual games, I find that the average daily attrition rate across game is around 36.5%, with an average “play” rate of 47.9%, resulting in an average ARPU (average revenue per user) across games of around 20.5 cents. Certain genres are linked to higher attrition rates and play rates. In addition, giving out a “daily bonus” or limiting the amount of time that gamers can play each day are associated with a 17.7% and 16.4% higher ARPU, respectively. 相似文献
40.
The paper re-conceptualizes cultural intermediaries as shapers of “emerging cultural capital” (Prieur, A., and M. Savage. 2013. “Emerging Forms of Cultural Capital.” European Societies 15 (2): 246–267; Savage, M., F. Devine, N. Cunningham, M. Taylor, Y. Li, J. Hjellbrekke, and A. Miles. 2013. “A New Model of Social Class? Findings from the BBC’s Great British Class Survey Experiment.” Sociology 47 (2): 219–250) and re-frames their practice of signification and negotiation as informed by “multiple dimensions of mediation.” Drawing on a case study of Nike’s transnational advertising production and interviews with key actors within the context of production, the paper examines how the creative/cultural labour process cuts across global and national fields of cultural production and consumption through which popular culture and middle-brow tastes were mediated, signified and represented. In particular, a television campaign for the Japanese youth market was critically analysed to reveal how specific new tastes, lifestyles and consumption practices were legitimized as emerging forms of cultural capital. Consequently, their taste-making practices are profoundly implicated in symbolic struggles and cultural changes emerging within/from the increasingly “globalizing” field of cultural production. 相似文献