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91.
The analysis of game farming is set in the Eastern Cape, South Africa. Game farming reorders the use, meaning and value of land and animal species. However, what it means for rural development processes in the immediate region and beyond is not well accounted for. We perceive game farming as an assemblage that brings together new actors, new forms of land use and new discourses. We argue that although game farming has generated new opportunities and new forms of added value to the available resources (e.g. eco-tourism, trophy hunting, game-meat production), situated in the history and contemporary context of the Eastern Cape, it is a contested, and from a development point of view, problematic land-use practice. We argue that game farming constrains land and agrarian reforms: the distribution of land and income remains skewed; ‘poaching’ occurs and game farms do not, or only minimally, generate new and badly needed employment opportunities. The game farm has emerged as an exclusive, globally well-connected space. The nature of the relationships this space maintains with the surrounding communities is, however, such that the overall contribution to rural development in South Africa is questionable.  相似文献   
92.
This study investigates two centralized punishment institutions for a linear public goods game. These institutions require a certain contribution level and sanction under-contributing players. The two differ in who, among those who do not meet this requirement, receive sanctions. In one institution, all violators are sanctioned, and in the other, only the worst violator(s) is sanctioned. Theoretically, the public goods game of the latter institution yields contributions equal to or greater than that of the former institution with the same requirement and sanction level. The results of an experiment support this theoretical prediction. However, there is a discrepancy between the theory and laboratory observations in that the institution with the theoretically optimal requirement did not yield the highest profit.  相似文献   
93.
In this paper, we study the behavioural impact of religious priming by showing participants religious words in a scrambled sentence task before a dictator game and a joy‐of‐destruction game. We also elicited data on individual religiosity and religious affiliation using a questionnaire. Priming religious words significantly increased prosocial behaviour in the dictator game, and the effect was especially striking among those reporting no religion, atheists and agnostics. The religious prime has no significant effect in mitigating destructive behaviour or own expectations of the other's destruction choice, but both destructive behaviour and expectations correlate positively with the multi‐dimensional religiosity measure.  相似文献   
94.
在消费者具有环保意识的背景下,分析有无政府补贴时制造商环保努力对各节点企业价格、需求、利润等决策的影响,并进一步探讨补贴在各类最优策略中的作用。研究表明:环保努力能提高两类产品销售价格、扩大新产品需求,但对再制造品需求无影响;存在最优环保努力水平,使无政府补贴下制造商及系统整体利润最大;一定范围内补贴能遏制环保努力导致的再制造品销售价格上升,但对新产品价格无影响,且对零售商来说高补贴未必能带来高收益;消费者环保意识和制造商环保努力可以通过政府补贴影响产品需求和企业收益。  相似文献   
95.
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   
96.
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   
97.
We show that speed limit policy, a monetary policy strategy that focuses on stabilizing inflation and the change in the output gap, consistently outperforms flexible inflation targeting and flexible price level targeting in empirical medium‐scale DSGE models under discretionary policymaking. In contrast to small‐scale New Keynesian models, this welfare ranking of the targeting frameworks is not overturned when inflation dynamics are mostly backward‐looking. Importantly, the performance of the speed limit policy shows less sensitivity to its parameterization than other frameworks that target the inflation rate or the price level.  相似文献   
98.
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   
99.
赵佳丽  梁晏铭 《科技和产业》2021,21(11):193-196
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   
100.
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   
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