首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   32746篇
  免费   316篇
财政金融   5395篇
工业经济   1870篇
计划管理   5037篇
经济学   7214篇
综合类   643篇
运输经济   101篇
旅游经济   194篇
贸易经济   7243篇
农业经济   788篇
经济概况   3812篇
信息产业经济   47篇
邮电经济   718篇
  2021年   109篇
  2020年   180篇
  2019年   232篇
  2018年   2672篇
  2017年   2418篇
  2016年   1596篇
  2015年   344篇
  2014年   443篇
  2013年   1727篇
  2012年   838篇
  2011年   2401篇
  2010年   2238篇
  2009年   1936篇
  2008年   1916篇
  2007年   2198篇
  2006年   419篇
  2005年   746篇
  2004年   759篇
  2003年   914篇
  2002年   525篇
  2001年   365篇
  2000年   350篇
  1999年   269篇
  1998年   283篇
  1997年   262篇
  1996年   296篇
  1995年   247篇
  1994年   249篇
  1993年   221篇
  1992年   237篇
  1991年   258篇
  1990年   223篇
  1989年   187篇
  1988年   179篇
  1987年   149篇
  1986年   217篇
  1985年   282篇
  1984年   271篇
  1983年   275篇
  1982年   247篇
  1981年   253篇
  1980年   213篇
  1979年   229篇
  1978年   198篇
  1977年   171篇
  1976年   156篇
  1975年   148篇
  1974年   141篇
  1973年   113篇
  1972年   115篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
1.
This paper presents an approach to assessing the efficacy of public spending on research and development in state programs. At present, there is a need to develop a unified approach to the analysis and evaluation of the efficacy of such spending from the perspective of participants in state programs (federal executive bodies). The proposed approach does not allow evaluating the efficacy of public spending on the development of research areas assigned to the authors.  相似文献   
2.
3.
Firms increasingly use games to interact with their customers. Yet, surprisingly little is known about whether, when, and how such “gamified” interactions engage consumers with a firm’s brand, thereby facilitating self–brand connections. Building on flow theory, we show that gamified interactions that are highly interactive and optimally challenging facilitate self–brand connections, because such games lead to emotional and cognitive brand engagement. A field study and three experiments across various product domains and game designs support our theory. We also identify conditions under which consumers do not become engaged with a brand, namely when firms restrict their decisional control either to voluntarily participate in the game (i.e., compulsory play) or to spend as much time as desired playing the game (i.e., time pressure). Our findings advance existing knowledge about the use of games in marketing and provide important implications for how marketers can harness their potential to build self–brand connections.  相似文献   
4.
5.
6.
The French labor market is segmented between permanent and temporary workers. The second category has difficulty in getting an open-ended contract. This paper aims at depicting workers on short-term contracts and shows the consequences on their professional career are negative and significant. A large part of the wage gap between permanent and temporary workers remains unexplained by observable characteristics. They receive less on-the-job training and their likelihood of obtaining a stable job is lower than 30% after 1 year and a half. They have also a higher probability of being the adjustment variable in case of an economic negative shock. These different findings show the importance of using public policies to encourage transitions from fixed-term to permanent employment and reducing labor-market duality.  相似文献   
7.
Various aspects of sustainable development and quality of life are considered, including the impact of standardization. Particular attention is paid to the study of the role played by standardization in improving environmental protection. In this connection the significance of standardization is shown as a factor of improving the technological potential of an enterprise and the quality of life. Various approaches to methods for assessing the effective impact of standardization on the quality of life are analyzed.  相似文献   
8.
The prospect for electric vehicles as a climate change solution hinges on their ability to reduce gasoline consumption. But this depends on how many miles electric vehicles are driven and on how many miles would have otherwise been driven in gasoline-powered vehicles. Using newly-available U.S. nationally representative data, this paper finds that electric vehicles are driven considerably fewer miles per year on average than gasoline-powered vehicles. The difference is highly statistically significant and holds for both all-electric and plug-in hybrid vehicles, for both single- and multiple-vehicle households, and both inside and outside California. The paper discusses potential explanations and policy implications. Overall, the evidence suggests that today’s electric vehicles imply smaller environmental benefits than previously believed.  相似文献   
9.
10.
Marketing online banking services: The voice of the customer   总被引:1,自引:1,他引:0  
US banks have invested heavily in developing online capabilities, with the expectation of migrating customers to the new cheaper delivery system. Results in the USA thus far have been mixed at best; market penetration is low and customer usage is sporadic, focusing mainly on simple tasks. This paper reports on the first of two studies conducted to investigate the reasons for the mediocre performance. A qualitative consumer study revealed significant differences in attitudes and opinions between early users and those that banks hope will adopt next. Most importantly, future prospects could be characterised as indifferent about online banking; many were not convinced about its benefits and the value it provides. While the potential to expand the market for online banking services exists, banks need to re-examine their marketing approach.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号