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91.
Given the recent popularity of augmented reality (AR) games, such as Pokémon GO, this study explores the congruence effect of game characters and brands on brand evaluations and the underlying mechanisms of the effect. Prior gaming experience and motivations are taken into account. An experiment reveals that inexperienced gamers are likely to have more favorable evaluations of the target brands when the images of game characters match the brand images, whereas these effects disappear for experienced gamers. Furthermore, the research demonstrates that experienced gamers are more likely to hold game-specific motivations than the inexperienced, while inexperienced gamers are motivated more by social interaction for playing AR games. Lastly, a mediation analysis reveals that social interaction-related motivation mediates inexperienced gamers’ preference of character–brand congruence. This study sheds light upon how AR games can be utilized by brand communicators. 相似文献
92.
This paper analyzes platform selection (affiliation) by game developers in the Japanese home video game industry. We develop an elementary model of affiliation by software developers and propose the hypothesis that wider availability of game titles for a platform positively inclines game developers to affiliate with that platform when releasing new game titles. Then, using data for Japan, we estimate a multinomial logit model that includes both the attributes of game developers and the characteristics of platforms, and find evidence supporting this hypothesis. Overall, the findings suggest that game developers expect the indirect network effect to apply, and the prospect of future growth matters to them when deciding with which platform to affiliate. 相似文献
93.
We consider the problem of axiomatizing the Shapley value on the class of assignment games. It turns out that several axiomatizations of the Shapley value on the class of all TU-games do not characterize this solution on the class of assignment games. However, when considering an assignment game as a (communication) graph game where the game is simply the assignment game and the graph is a corresponding bipartite graph where buyers (sellers) are connected with sellers (buyers) only, we show that Myerson’s component efficiency and fairness axioms do characterize the Shapley value on the class of assignment games. Moreover, these two axioms have a natural interpretation for assignment games. Component efficiency yields submarket efficiency stating that the sum of the payoffs of all players in a submarket equals the worth of that submarket, where a submarket is a set of buyers and sellers such that all buyers in this set have zero valuation for the goods offered by the sellers outside the set, and all buyers outside the set have zero valuations for the goods offered by sellers inside the set. Fairness of the graph game solution boils down to valuation fairness stating that only changing the valuation of one particular buyer for the good offered by a particular seller changes the payoffs of this buyer and seller by the same amount. 相似文献
94.
公平竞争是市场经济的灵魂,是发挥市场力量的关键.研究寡头垄断企业的竞争行为和竞争环境对中国强化反垄断,构建更加安全公平、有效竞争的经济市场意义重大.梳理寡头垄断企业中的价格竞争和产量竞争中的模型稳定性研究情况,通过模型的边界均衡点和局部均衡点来分析模型的稳定性,对寡头博弈模型中时间的记忆性与预期对模型稳定性的影响进行分析. 相似文献
95.
We study the effect of introducing a bilingual option on the long run equilibrium outcome in a class of two-strategy coordination games with distinct payoff and risk dominant equilibria under the logit choice rule. Existing results show that in the class of two-strategy games under consideration, the inefficient risk dominant equilibrium is selected in the long run under noisy best response models. We show that if the cost of the bilingual option is sufficiently low then the efficient payoff dominant equilibrium will be selected in the long run under the logit choice rule. 相似文献
96.
We study a non-traditional cooperative game where returns from coalitions are nondeterministic. The long-standing concept of core can be generalized to reflect players’ contentment with their allocations. It is now imperative to formalize the restrictions, such as those pertaining to information, on allocations. The latter are also at times more conducive to fractional representations. With probabilistic structures added, nondeterministic returns become random variables, utility functions attain risk-attitude connotations, and the timing of players’ allocation resolutions gains significance. Under various conditions for utility functions, we show how various core concepts of the general game can be related to its traditionally defined auxiliaries. These developments help pave the way for our illustrations, within two distinct settings, that players’ increased risk aversion would promote the formation of the grand coalition. 相似文献
97.
This study discusses how a green retailer's fairness concerns affect product greenness and profit and explores how to distribute surplus profits under the fairness concerns using cooperative game theory. Research findings indicate that cooperation contributes to increasing channel profits and improving product greenness, but the fairness concerns are detrimental to them. The three proposed coordination mechanisms (SVM, NSM, and TVM) are feasible to ensure coalition stability, but their beneficiaries differ. NSM benefits a manufacturer, while SVM benefits retailers. Additionally, the green retailer's fairness concerns serve as distribution tools to narrow profit gaps between the manufacturer and the green retailer. 相似文献
98.
《Futures》2016
There are many barriers and challenges associated with climate change communication focused on promoting community-based action for sustainable futures. Of particular interest is the challenge to embed community perspectives in a communication process of climate change solutions. In this paper we argue that 3D interactive simulations using design inquiry as a development process, can be an effective way of communicating climate change solutions and multiple community responses. People are more likely to engage with the challenges associated with complexity of climate change at the local level when their perspectives are integrated into viable and multiple pathways for action. Future scenarios of change processes situated in local experiences in compelling and interactive ways can be disseminated holistically by making links between scientific, social, political, economic and cultural elements. Design inquiry, as a research approach, integrates contextual knowledge into communication processes to aid imagining, re-thinking and reembodying viable pathways that explore the kinds of futures we collectively envision. This paper examines the contributions that design inquiry makes to climate change communication using an interactive simulation environment for designing futures. We discuss these ideas using the example of the Future Delta project, a virtual 3D environment that enables the exploration and simulation of multiple community-based climate change solutions in the Corporation of Delta, British Columbia. 相似文献
99.
We introduce a framework for modeling pairwise interactive beliefs and provide an epistemic foundation for Nash equilibrium in terms of pairwise epistemic conditions locally imposed on only some pairs of players. Our main result considerably weakens not only the standard sufficient conditions by Aumann and Brandenburger (1995), but also the subsequent generalization by Barelli (2009). Surprisingly, our conditions do not require nor imply mutual belief in rationality. 相似文献
100.
本文将追捕-逃跑问题按空间、时间离散化后转为一个对策模型,并利用Matlab软件,采用栅格建模的方法来模拟仿真环境,对四个追捕机器人追捕一个目标机器人的实例进行了仿真。通过仿真发现了该支付函数的缺陷。基于此原因,重新定义了局中人的支付函数,通过衰减因子μ,在追捕的不同阶段,根据追捕的具体情况灵活地调整距离影响系数和有效包围系数的权重,从而提高了追捕的效率。 相似文献