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101.
The current research is concerned with identifying and testing the role of three main predictors: consumer involvement, consumer participation, and self-expressive brand on the customer brand engagement (CBE). The customer brand engagement is treated in the current study as multidimensional constructs comprising three main aspects: cognitive processing (CP), affection (AF), and activation (AC). It was also proposed a direct influence for these three aspects of CBE on consumer-based brand equity (CBBE). Using online surveys, we gathered data from fans/followers of mobile phone service providers, via Facebook fan pages in Jordan. The data were analysed using structural equation modelling. Based on structural equation modelling analyses (SEM), it was supported that CBE aspects were largely predicted by the role of consumer involvement (INV), consumer participation (COP), and self-expressive brand (SEB). However, we find that activation impact one dimension of the CBBE dimensions, namely, brand loyalty. Further, we find that brand awareness/associations affect perceived quality but not brand loyalty. To validate the CBE scale, future studies could investigate the impact of the scale using other social media platforms for different brands. The limited amount of empirical research on CBE was the motivation behind this research. In particular, there is no study that has investigated the main predictors of CBE and its consequences over developing context by proposing and testing the association between the antecedents of CBE with the dimensions of CBE, which in turn affect the dimensions of CBBE.  相似文献   
102.
This research investigates how consumers assess hotels’ corporate social responsibility (CSR) practices when writing online reviews. The study explores the CSR discourse in online reviews over a 10-year period, highlighting how CSR’s social and environmental dimensions relate to the main hospitality topics (experience, amenities, location, transactions, value). Based on a longitudinal automated text analysis covering 480,000 reviews across six European cities, the findings reveal that hotel customers have gradually begun paying more attention to CSR factors, particularly to social and environmental ones. However, the aggregate results suggest that the overall CSR consumer discourse is still very limited, although it does have important implications in terms of consumer emotions and hospitality dimensions.  相似文献   
103.
ABSTRACT

Music participation is a way of life for many cultures and is an activity that is often passed on generationally. It can become especially important as a leisure activity for maintenance of self- and national identity for people who have migrated to countries of contrasting cultures, such as Australia. This article describes exploratory, qualitative research into the ways in which participatory music-making within communities from immigrant backgrounds in Brisbane, Australia may influence aspects of participants’ wellbeing. The sample for this research included three broadly-defined cultural groups living in the region: people of Baltic origin; people from Latin American and Caribbean backgrounds; and ‘newly arrived’ immigrants and refugees. Interviews with individuals have been analysed to explore the ways in which this involvement might affect mental, social, and emotional wellbeing. Our qualitative analyses demonstrated that beyond these aspects, factors of subjective wellbeing, both hedonic and eudaimonic, were apparent. This article aims to provoke discussions on the divergent ways in which immigrant communities utilise music-making practices to foster different types of wellbeing and the importance of maintaining diversity through cultural practices.  相似文献   
104.
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   
105.
Purpose: Backpacker tourism is flourishing in this century as the high development of Internet technology which enables travellers to search for resources they need easier. The research goal of this study was to exam how virtual skill and collective efficacy affect process innovation capability and subsequent team performance of collaborative design team in a virtual community. Design/methodology/approach: In this study, we formulated the virtual team model from the perspectives of open innovation paradigm and virtual competence, and we collected virtual community participation samples from the online communities. Invitation emails were delivered to numerous trip plan initiators in two well-known online travel communities for filling survey questionnaires for this study. In total, 3000 invitation messages were mailed, of which 373 were returned completed. The model and hypotheses were tested by structural equation modelling. Findings: Virtual competence, including collective efficacy and virtual media skill, is the essential key to facilitate process innovation capability and subsequent team performance success. Besides, knowledge sharing significantly moderates the relationship between process innovation capability and the team performance. Originality/value: Backpackers in the online travel communities have to have not only the willingness to collaborate, but also the abilities of using the correct tool to help with their tasks. When a self-efficacy gets into collective efficacy, it enables the collaborative team to develop with good virtual competencies. Accordingly, trip plan initiator and participants of a virtual team are as expertise contributors between conformity in online communities and online compulsive control tendencies.  相似文献   
106.
This study examines the relationships among the perceived value of a loyalty program, customer satisfaction with a loyalty program, affective commitment, switching barriers, and customer brand loyalty in the hotel context. An online survey method with a quantitative approach was used. Our results from a structural equation model revealed that the perceived value of a loyalty program is essential in the formation of customer brand loyalty. Lastly, findings from an indirect analysis showed that affective commitment and switching barriers mediated the relationship between the perceived value of a loyalty program and customer brand loyalty. Overall, our research will help researchers and practitioners demonstrate to the industry that the loyalty program is a crucial strategy for customer loyalty and helps develop competitive loyalty programs for success.  相似文献   
107.
This study aims to investigate negative consumer‐brand relationships by developing a “Brand Hate” concept. A hierarchical Brand Hate model is theoretically discussed in light of the psychology and consumer behavior literatures. In Study‐I the Brand Hate concept was tested with two different types of consumer brand haters, true haters, and regular haters. The study found that in the study's proposed multidimensional Brand Hate hierarchy true haters display “Boiling Brand Hate” while regular haters reveal “Seething Brand Hate.” Two additional studies were developed to examine the relationship between consumer personality traits and Brand Hate, exploring which types of consumers are more prone to feel hatred toward targeted brands. Study‐II's findings revealed a relationship between consumers who are high in personality traits of “conscientiousness” and those who Brand Hate. Study‐III's findings indicated that “self‐confident” and “competitive” consumers might also be more prone to feel hatred toward those brands that perform poorly and unethically.  相似文献   
108.
田丽丽 《价值工程》2015,(18):178-180
信息时代,网络已经深深改变了传统社会中人们的生活方式和工作方式,大大提高了人们获取和传递信息的能力。在如今的大学校园,网上购物已成为了当代大学生课余生活的一大热门。校园网的高速、快捷为校园购物网站的建设提供了得天独厚的条件。如何在拥有广大消费群体和消费潜力的校园市场,开辟出一片符合大学校园的电子商务市场,建立一个基于校园网的经济、实用、高效、稳定的校园购物网站,是当前亟待解决的问题。本文通过对校园网站营销进行探讨和研究,提出了相应的营销策略,以期能对校园购物网的发展起到一定的借鉴作用。  相似文献   
109.
Anxieties over the potential impacts of climate change, often framed in apocalyptic language, are having a profound, but little studied effect on the contemporary Western urbanscape. This article examines the ways in which current theorizations of ‘ecological gentrification’ express only half the process, describing how green space is used for social control, but not how ecology is used as a justification regime for such projects. As urbanites seek out housing and living practices that have a lower environmental impact, urban planners have responded by providing large-scale regeneration of the urbanscape. With the demand for this housing increasing, questions of inequality, displacement and dispossession arise. I ask whether apocalyptic anxiety is being enrolled in the justification regimes of these projects to make them hard to resist at the planning and implementation stages. The article shows that, in capitalizing on collective anxiety surrounding an apocalyptic future, these projects depoliticize subjects by using the empty signifier, ‘Sustainability’, leading them into an immuno-political relationship to the urbanscape. This leaves subjects feeling protected from both responsibility for, and the impacts of, climate change. Ultimately, this has the consequence of gentrification coupled with potentially worsening consumptive practices, rebound effects and the depoliticization of the environmentally conscious urbanite.  相似文献   
110.
ABSTRACT

While online communities may enhance firm performance, they commonly fail to retain members. To address this challenge, scholars and managers call for the use of gamification. However, despite gamification’s growing use in online communities, insight into its effect on member experience and behaviours remain limited. We hypothesise that gamification affects member-perceived distributive and procedural justice. In experimental studies, we assess the impact of in-gamification perceived justice on member contributions. We find that while high in-gamification perceived procedural justice acts as a necessary prerequisite for member contributions, high distributive justice can reduce game-related uncertainty, thereby rendering gamified practices less fun, particularly for low-engaged community members that tend to value rewards. We add to the literature by (a) pinpointing the core role of perceived justice in the persistence of online communities, and (b) unveiling that high distributive justice can lead gamification to backfire in online communities by affecting member experience and contributions.  相似文献   
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