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281.
将技术不确定性与市场不确定性所组成的不确定性概念引入创新过程;在Bertrand竞争市场中,运用战略实物期权、动态博弈等工具对企业创新过程建立了一个两阶段动态博弈模型,得出了创新企业的价值函数,考察了不确定性参数对投资门槛值与破产临界值的影响;最后在技术投入溢出与互补度、创新产品互补度以及合作诚信度等四个参数的综合交互作用下,分析了独立研发、竞争RJV、合作RJV三种典型模式在均衡研发产出、公司利润、行业利润及社会福利方面的差异,得出了模式动态选择的适用条件。已有文献多在静态环境下考虑技术投入溢出参数在企业创新模式选择中的作用,本文研究旨在弥补此不足,同时为企业在不确定环境下进行适宜的创新组织选择提供决策参考。  相似文献   
282.
股权制衡、终极所有权性质与上市企业非效率投资   总被引:5,自引:0,他引:5  
本文采用基于海洋博弈的shapley指数,对我国上市公司第一大股东的实际控制度与股权制衡度进行了测度,在此基础上.运用门槛面板模型研究了股权制衡度、终极所有权性质与上市公司非效率投资行为的关系.结果表明:第一大股东对上市公司的实际控制度与上市公司的非效率投资行为表现为一种非线性关系;股权制衡能够抑制大股东利益主导下的过度投资行为,但过度的股权制衡会带来投资不足的问题;不同终极所有权性质对上市公司资源配置行为和股权制衡效果影响显著:相对于中央直属上市公司,地方政府控制的上市公司表现出强烈的过度投资倾向,且利益趋同效应在地方政府所属上市公司比较微弱,而中央直属和省级政府所属上市公司的股权制衡效果相对较差.  相似文献   
283.
《Long Range Planning》2021,54(6):102072
Value creation often requires coordinated action by multiple firms. Existing research on value-based strategy emphasizes situations where both parties reasonably anticipate sharing the gains to cooperation and develop arms-length contracts through bargaining. Less existing research on value-based strategy addresses situations where value-creating market transactions fail to occur because one party expects to be worse off from coordinated action, precluding their participation. Although vertical integration or informal contracts potentially overcome this reticence, these solutions are not always feasible or incur costs of their own. We model how firms may be able to strike a stable deal and create value by employing a side payment strategy. This technique mitigates transactional frictions by playing a biform game with a cooperative first stage, which modifies the payoffs in a non-cooperative second stage so that coordinated action becomes feasible in a stable agreement. We also extend the basic analysis to consider variations in contract enforceability, reneging, and presence of multiple counterparties.  相似文献   
284.
空间语言作为幼儿语言交流的组成部分,对幼儿空间技能的发展有促进作用。通过对近十年国外关于空间语言的文献进行梳理,可以看出影响幼儿空间语言的因素有游戏环境、成人的空间语言和所提供的“脚手架”、幼儿的年龄、性别,以及手势语言等。成人可通过为幼儿空间语言的产生创造一个适宜的游戏环境、多用空间语言与幼儿进行交流、重视手势语言的作用等几方面来促进幼儿空间语言的发展。  相似文献   
285.
This article critiques the representation of sex workers in “AAA” video games, with a focus on the devaluing of erotic labor. Existing feminist commentary has interpreted these representations as examples of the objectification of female game characters, perpetuating harmful misconceptions of sex work as fundamentally exploitative. By contrast, taking cues from feminist media studies, porn studies, and sex workers rights activism, I argue that what makes these representations of sex workers problematic is not their engagement in erotic labor but the ways that the games in which they appear devalue that labor, through both dialogue and interactive elements. Across their many appearances in AAA games, it is strikingly common for sex workers to offer their services to player-characters for free or at a discount, or for games to allow players to take their money back after erotic labor has been performed. This contributes to a gendered fantasy of exceptionalism in which a player-character’s masculinity is tied to being too attractive or too powerful to pay for sex. Critiquing these representations demonstrates how AAA video games prompt players to reenact widespread cultural biases against sex work. It also points toward the need for a diversity of feminisms within game studies.  相似文献   
286.
Learning‐by‐doing and organizational forgetting are empirically important in a variety of industrial settings. This paper provides a general model of dynamic competition that accounts for these fundamentals and shows how they shape industry structure and dynamics. We show that forgetting does not simply negate learning. Rather, they are distinct economic forces that interact in subtle ways to produce a great variety of pricing behaviors and industry dynamics. In particular, a model with learning and forgetting can give rise to aggressive pricing behavior, varying degrees of long‐run industry concentration ranging from moderate leadership to absolute dominance, and multiple equilibria.  相似文献   
287.
We show that in repeated interactions the avenues for effective provision of incentives depend crucially on the type of information players observe. We establish this conclusion for general repeated two‐player games in which information arrives via a continuous‐time stationary process that has a continuous multidimensional Brownian component and a Poisson component, and in which the players act frequently. The Poisson jumps can be used to effectively provide incentives both with transfers and value burning, while continuous Brownian information can be used to provide incentives only with transfers.  相似文献   
288.
The single crossing property plays a crucial role in economic theory, yet there are important instances where the property cannot be directly assumed or easily derived. Difficulties often arise because the property cannot be aggregated: the sum or convex combination of two functions with the single crossing property need not have that property. We introduce a new condition characterizing when the single crossing property is stable under aggregation, and also identify sufficient conditions for the preservation of the single crossing property under multidimensional aggregation. We use our results to establish properties of objective functions (convexity, logsupermodularity), the monotonicity of optimal decisions under uncertainty, and the existence of monotone equilibria in Bayesian games.  相似文献   
289.
A large‐sample approximation of the posterior distribution of partially identified structural parameters is derived for models that can be indexed by an identifiable finite‐dimensional reduced‐form parameter vector. It is used to analyze the differences between Bayesian credible sets and frequentist confidence sets. We define a plug‐in estimator of the identified set and show that asymptotically Bayesian highest‐posterior‐density sets exclude parts of the estimated identified set, whereas it is well known that frequentist confidence sets extend beyond the boundaries of the estimated identified set. We recommend reporting estimates of the identified set and information about the conditional prior along with Bayesian credible sets. A numerical illustration for a two‐player entry game is provided.  相似文献   
290.
为探究如何提高农村幼儿数学能力,采用《MELQO早期儿童数学能力量表》对148名农村小班幼儿进行数学能力测查以探寻农村小班幼儿数学能力发展特点研究,并基于学习路径以38名农村幼儿作为实验对象,展开为期三个月的应用民间益智游戏行动研究。结果显示:农村小班幼儿数学能力总体发展水平较低,且存在不均衡性;农村小班幼儿数学能力发展在空间词汇、简单加法、心理转换能力存在差异,与是否独生、是否留守和不同家庭监护类型因素相关,是否留守儿童是其预测因素;基于学习路径的民间益智游戏能够促进农村小班幼儿数学能力的提高。基于此,提出重视农村数学教育,关注幼儿识数能力发展;关注留守儿童,拓展多种留守家庭互动活动;幼儿教师利用民间益智游戏开发游戏资源等建议。  相似文献   
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