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51.
本文从虚拟技术及其在军事地形学研究中的应用入手,讨论了虚拟技术与军事地形学的联系,以及在教学中引入虚拟技术对课程设置带来的变动,对这方面的问题进行了探讨。 相似文献
52.
文章尝试将商业生态系统理论与互联网相结合,解释互联网商业生态系统内部结构的静态和动态演化过程,从理论上深度探索了互联网商业生态系统内部生态发展的内在机理和运行机制,并运用计算机仿真方法模拟了互联网商业生态系统的内部演化过程。研究发现:互联网生态结构的演化过程经历了萌芽期、成长期、繁殖期、分化期四个主要阶段,商圈发展经历了平台、商家、消费者三主体到平台、商家、消费者、专业服务商、增值服务商五主体的进化过程,并不断进化和繁殖生成新的专业服务商和增值服务商,产生新的互联网商业生态系统。最后,文章以阿里巴巴电子商务生态系统为案例从经验上对其内部生态系统的发展和演化过程进行了分析。 相似文献
53.
David J. Ketchen Jr. T. Russell Crook Christopher W. Craighead 《Journal of Business Logistics》2014,35(3):165-171
Traditionally, sourcing decisions such as what to buy and from whom to buy it were viewed as clerical in nature. Today, however, many executives view sourcing decisions as strategic and these decisions are being made from more prominent positions within firms. Indeed, over time more companies are embracing the concept of strategic sourcing—making acquisition decisions with the intent of creating value and achieving a competitive advantage. In this article, we introduce the Special Topic Forum articles on strategic sourcing and performance. Each offers important implications for strategic sourcing research and practice. An overall implication is that some traditional supply chains appear to be giving way to supply ecosystems, which represent a set of interdependent and coordinated organizations that share common adaptive challenges and that collectively shape the creation and nurturing of a sourcing base that contributes to competitive advantage and superior performance. We offer several theoretical perspectives that hold promise for explaining supply ecosystem functioning and outcomes. In terms of practice, firms need to adapt their strategic sourcing to this evolution or run the risk of being weakened. 相似文献
54.
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
55.
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
56.
利用立木蓄积量、森林面积及森林土壤碳储量等基本监测数据,对江西省森林生态系统的碳储量和碳汇及其经济价值进行了估算。结果表明:江西省森林生态系统碳储量为1 286.37×106t,年碳汇能力为53.92×106t,其经济价值分别为3 923.429亿元和164.47亿元,江西省森林生态系统平均碳密度为147.57 t/hm2。预计江西省年2010年到2020年间森林生态系统碳汇潜力278.09×106t碳或1 020.59×106t CO2,由此产生的经济效益平均每年可达53.01亿元。同时还对江西省11个市的森林碳储量、碳汇及其经济价值进行了估算,得出了全省各市森林生态系统碳储量和空间分布特征以及各地的森林碳汇林地价格。 相似文献
57.
Essi Pöyry Petri Parvinen Osmo Mattila Jani Holopainen 《Journal of Marketing Management》2020,36(3-4):334-360
ABSTRACT Using new technologies in customer interactions is a popular way of trying to increase customer engagement. It is, however, unknown how such efforts by marketers’ affect engagement, and particularly to what that engagement relates to. By analysing interview and observation data, the engagement manifestations of customers of a B2B company using virtual-reality technology were studied. The results show that customer engagement can be targeted at not only brands or firms but also the service the firm offers or the technology that enables the service. It is argued that the different objects of engagement can coexist and support each other but engagement with the firm is less susceptible to fluctuations. Marketers should be aware of what triggers customer engagement and what it is targeted at. 相似文献
58.
大型商业零售企业的赢利模式 总被引:1,自引:0,他引:1
目前大型商业零售企业赢利模式主要有三种:商品进销价差型,或代理费型;从上游供应商寻求利润型;通过优化供应链,降低物流成本型。由于市场竞争环境的变化,这三种赢利模式的弊端日益明显,由此尝试提出一种新型的赢利模式,即商业生态系统赢利模式,并对这一赢利模式的优势和运行条件进行理论分析。 相似文献
59.
The aim of this study was to determine how millennial luxury consumers define luxury based on a holistic systems theory perspective. The human ecosystem and its components were used to fully investigate the system of the millennial luxury consumer. A mixed methodology was used by conducting interviews and then a consumer survey. Based on the findings from this research, the definition for luxury based on the view of the millennial luxury consumer is as followed: Luxury is the characteristics of the product themselves, addresses the consumer's personal needs, and addresses the consumer's social needs. This study suggests that the ecosystem of the millennial luxury consumers, including its environments and interactions, helped in constructing their definition of luxury. This definition delivers millennial luxury consumer insights for luxury retailers and may provide strategic adaptations to help attract and retain millennial luxury consumers, while also supporting business sustainability in a challenging retail environment. 相似文献
60.
The entrepreneurial ecosystems literature has increasingly explored network relationships between different stakeholders, as well as the role of context. This article addresses the challenge of including a sport context in the entrepreneurial ecosystem literature thereby contributing to the sport entrepreneurship literature by bringing insights from entrepreneurship ecosystem research. In‐depth interviews of football stakeholders in the sport entrepreneurship ecosystem are conducted in terms of understanding the emergence of digital sport start‐ups. The issues raised help explore the changing nature of digital entrepreneurial ecosystems to take into account new sport technological advances. Mixed embeddedness theory is used as the conceptual foundation to understand sport digital entrepreneurial ecosystems. Key management practices are identified in terms of sport start‐ups participating in entrepreneurial ecosystems. The article concludes by making suggestions for future research. 相似文献