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1.
This study develops the AIEDA tourism advertising effects model and examines this model by tourism destination types and advertising formats in a field experiment. The AIEDA model extends the traditional AIDA model in the advertising field and additionally considers the unique features of tourism products. It includes five hierarchical stages: Attention→ Interest→Evaluation (Perceived Usefulness→ Perceived Credibility) → Desire →Action. Findings of experimental research indicate that destination type and advertising format have main effects and interaction effects on tourism advertising effects. In addition, this study discovered that, for natural and cultural destinations, video ads yielded similar or more positive advertising effects than virtual reality ads, whereas print was the least effective advertising format.  相似文献   
2.
《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   
3.
《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   
4.
The deterioration of attractions, landmarks, artefacts and destinations is a critical issue facing tourism across the world. The closure of tourism sites and attractions is increasingly more common due to the difficulty and expense of managing preservation with onsite tourism engagement. However, the closure or destruction of tourism sites presents challenges for tourism development. The inability to foster meaningful visitor engagement at sites has implications for the local communities. This paper aims to explore the efficacy of creating tourism experiences in destinations and sites that have succumbed to over-tourism, resultant deterioration and even, destruction. To achieve this objective, the paper introduces the concept of second chance tourism and the role of innovative preservation methods such as virtual and mixed reality. Based on the proposed framework, the collation of data will provide indications on site preservation and impact mitigation via a second chance to reduce pressure on inherently fragile destinations.  相似文献   
5.
企业动态联盟作为一种高度灵活性的网络组织形式,能够对市场变化做出迅速的反应,使企业能够对付更多方面的竞争和挑战。然而,企业选择有效的合作策略是企业动态联盟的关键,应用博弈论的分析方法,引入时间贴现因子这一参数,对企业动态联盟中合作策略选择问题进行探讨。  相似文献   
6.
重新审视“十七年”的革命小说,指出这批小说在讲述革命时充满裂隙,并从质疑激情叙述下的历史真实、革命大叙事与生命小叙事的冲突两方面展开分析。裂隙的成因源自意识形态的规训对作者个体感受的驱逐。  相似文献   
7.
虚拟水及其在缓解区域水资源短缺中的应用研究   总被引:1,自引:1,他引:1  
虚拟水是指生产商品和服务所需要的水资源数量。虚拟水战略是指贫水国家或地区通过贸易的方式从富水国家或地区购买水密集型农产品(粮食)来获得本地区水和粮食的安全。本文在综述前人对虚拟水研究的基础上,计算了2002年甘肃省及不同地区主要农产品虚拟水含量,并对甘肃省加强虚拟水贸易的战略进行了探讨。  相似文献   
8.
企业投资按照性态可划分为实业投资和虚拟投资,二者对企业经济发展能够起到“双轨驱动”效应。为了有效发挥实业投资和虚拟投资对提高企业绩效的作用,笔者以实业投资和虚拟投资的内涵为研究的基点,对实业投资与虚拟投资的统一性、背离性关系进行了深入探讨,并提出了协调实业投资与虚拟投资关系的有效措施。  相似文献   
9.
This paper considers the problem of a monopoly matchmaker that uses a schedule of entrance fees to sort different types of agents on the two sides of a matching market into exclusive meeting places, where agents randomly form pairwise matches. We make the standard assumption that the match value function exhibits complementarities, so that matching types at equal percentiles maximizes total match value and is efficient. We provide necessary conditions and sufficient conditions for the revenue-maximizing sorting to be efficient. These conditions require the match value function, modified to incorporate the incentive cost of eliciting private type information, to exhibit complementarities in types.JEL Clalssification Numbers C7, D4We thank Jonathan Levin, Tracy Lewis, and the seminar audience at University of California at Los Angeles, University of British Columbia, Duke University, and 2003 Econometric Society North American Summer Meeting for comments and suggestions. We are also grateful for helpful suggestions from the referees and the Editor  相似文献   
10.
随着新经济的到来,知识越来越成为企业快速响应市场机遇和获取竞争优势的最短缺资源.而企业自身知识资源的有限性使企业越来越多地采用虚拟企业的高级形态--知识联盟型虚拟企业来弥补企业知识资源的不足以快速响应变化的市场需求.本文首先对知识联盟型虚拟企业的知识缺口类型进行研究和划分,然后分析并描述虚拟企业生命周期各阶段的知识活动;在此基础之上,探讨虚拟企业组建阶段考虑知识要素的伙伴选择过程;最后,针对不同的知识缺口,提出伙伴选择过程的评价指标体系设计中应考虑的知识性因素.  相似文献   
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