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181.
In the e-world where many of us live and work, virtual work arrangements will become increasingly commonplace. This paper reports on an exploratory study into the way in which consultants can ply their trade virtually with clients whom they never meet. US-located e-consultants provided advice to Hong Kong-located web site developers on the interface and content aspects of a website that was being developed for an international audience. Extensive analyses of the communication between the consultants and developers is undertaken, in parallel with an analysis of survey data obtained from the two sets of stakeholders. Lessons are drawn for future research and practice. 相似文献
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本文以顾客体验为切入点,基于价值共创理论、心理所有权理论和互惠规范理论,并运用于S-O-R理论框架,构建了虚拟品牌社区下,顾客参与价值共创行为产生的影响路径模型,通过问卷调查与实证分析得出:第一,顾客信息体验和娱乐体验越强,其参与价值共创的意愿程度越高,心理所有权部分中介了二者的促进关系;互动体验强化了社区顾客的心理所有权,并经由心理所有权的完全中介提高其参与共创意愿。第二,顾客参与共创意愿程度越高,其价值共创行为就越容易出现,社区的互惠规范正向调节了二者的关系。 相似文献
184.
从虚拟触觉的视角,构建了虚拟试穿、买家展示与消费者冲动性购买意愿关系的理论模型。并基于结构方程的方法对理论模型进行了验证。验证结果表明,虚拟试穿和买家展示对消费者冲动性购买意愿既有直接作用又有间接作用,虚拟触觉在两者对冲动购买意愿的间接作用中充当了中介作用。 相似文献
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随着网络技术的发展,消费者的生活娱乐和购物方式发生了很大的变化,很多的购买行为由现实中的实体店转化到网上的购物方式。文章基于虚拟品牌社区的概念和特征,分析了网络口碑营销的模式,在此基础上得出了虚拟品牌社区是网络口碑营销的重要平台。在这种平台上不仅对于社区成员来说能够分享购买体验和购买信息,同时对于商家来说也能够以低成本收集市场信息,实现商家和消费者的双赢局面。 相似文献
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Martina G. Gallarza Berta Tubillejas-Andrés Kayla Samartin 《International Journal of Consumer Studies》2023,47(5):2012-2030
Virtual music festivals (VMFs) are a great opportunity for the music industry to improve high quality digital events; as an alternative consumption phenomenon, VMFs can reach hybrid audiences and help in the challenge of digitalization. This study aims to investigate the multidimensional structure of consumer value in VMFs (intra-variable perspective), as well as the effects of value on cognitive versus affective satisfaction and loyalty (inter-variable perspective). Using a qualitative–quantitative approach—focus group and survey with festival attendees (n = 246)—, a value structure of VMF is tested with partial least square–SEM as a reflective-formative-formative third-order model. Benefits and sacrifices are second-order constructs, while five positives (escape, novelty, enjoyment, musical content, and socialization) and two negatives (monetary and nonmonetary costs) are first-order ones. Results show VMFs value as a multidimensional trade-off, where socialization is not contributing to value, but a balance between cognitive (musical content) and affective (enjoyment, and less escape and novelty) exists. Furthermore, consumer value intensifies both cognitive and affective satisfaction, but just the former affects loyalty. These findings provide new insights to better understand the decision-making processes of virtual festival attendees. 相似文献
190.
This systematic review of the literature focuses on the use of AR and its impacts in the marketing area. It provides a multidisciplinary, up-to-date synthesis of the literature and an exhaustive classification of AR. Through the use of the SPAR-4-SLR protocol, 148 articles were selected for analysis. The study has three main objectives. First, it reports the key characteristics (distribution by year, publication outlets, etc.), theoretical models, and methodologies used in this research domain. Second, it suggests a classification of the types of AR according to their triggers and the object of the augmentation (self vs. external). Third, it proposes a framework that presents (1) the AR features and attributes and the AR use experience; (2) the cognitive, affective, and social mediators; and (3) the outcomes of these experiences. Key moderators (types of AR, types of products, individual characteristics, etc.) are also discussed. Using the TCCM framework (theories, context, characteristics, and methodologies), this study offers several future research avenues and highlights the importance of considering the effects of the different types of AR. Finally, it offers pointers for managers on how to develop efficient AR solutions and how these can be used to reduce a company's carbon footprint. 相似文献