互联网经济论文题目大全初中英语
1、支持“课内翻转”的多元化中学化学微课设计。2、现有中学语文微课存在的问题与作用。3、中学心理健康教育的问题与应对策略。4、中学语文多媒体教学中存在的问题及对策。5、探析信息技术与中学生物教学整合的模式和策略。6、中学英语教学与交互式电子白板整合应用研究。7、从《亲爱的安德烈》中看中西方教育的差别。8、浅谈多媒体在中学数学教学中的应用。9、中学心理健康课校本课程开发的思考。10、中学生的心理问题及自我调适。11、信息化教育环境下的中学思政课堂创新教育。12、高中学优生心理健康教育策略及实证研究。13、试论中学心理健康教育实施策略。14、浅谈心理健康教育在中学教学中的改进。15、善用心理学原理指导中学学困生教育。16、义务教育均衡发展的困难案例分析--以Y中学为例。17、教育信息化视域下中学微课的设计研究。18、多媒体教育在中学历史教育中的问题与出路。19、素质教育中学困生的转化策略。
computers internet play a important role in teenagers' play computer gameschat on the internet make friends with strangers from all over the worldbuild a connection between students and the provide more chances for teenagers to meet new friends get a better understanding of the world do some research get some informations in a faster and more convinient 这是关于互联网会用到的词组句子
A virtual world is an interactive simulated environment accessed by multiple users through an online Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG'" There are many different types of virtual worlds, however there are six features all of them have in common: Shared Space: the world allows many users to participate at Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D Immediacy: interaction takes place in real Interactivity: the world allows users to alter, develop, build, or submit customized Persistence: the world's existence continues regardless of whether individual users are logged Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, --------------------------------------------------------------------------------Virtual worlds have been created for many different The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing G" But virtual worlds have also been built for purposes other than The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming Examples include Everquest, Lineage 2, and World of W While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming Fortunately there are many other great sites that contain comprehensive lists of commercial gaming Here are a few: MPOGD Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or Social worlds tend to use settings based on idealized versions of Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of EducationSome virtual worlds have been created for educational In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university Active Worlds Educational Universe is one of the oldest and largest networks of educational Adobe Atmosphere is also being used to build virtual worlds for educational A great example of a corporate-sponsored educational world is M Political ExpressionVirtual worlds can serve as forums for political expression and While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online A great example of a virtual world with a political focus is AgoraX Military TrainingVirtual world technologies are also being used in some interesting ways by the US America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training And this is just the As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of In either case, welcome and enjoy the -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example) Some, but not all, virtual worlds allow for multiple The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain [3] Such modeled worlds may appear similar to the real world or instead depict fantasy The model world may simulate rules based on the real world or some hybrid fantasy Example rules are gravity, topography, locomotion, real-time actions, and Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and Communication is usually textual, with real-time voice communication using VOIP also [clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based HistoryThe concept of virtual worlds predates computers and could be traced in some sense to P[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality This form of virtual reality is characterized by bulky headsets and other types of sensory input Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar [6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSH MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7] Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line IMaze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a ” (-VCF7-MazeWar/html, 29th Feb) According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since -/ You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information)Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online)[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual [citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example) massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where [edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual [8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while The term magic circle has been used to describe the imaginary barrier between the virtual world and the real The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0107, making this unit of virtual currency of higher value than the Yen or the LEven though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities Places which have their own world, their own rules, topics, jokes, members, Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new Some users develop a double personality depending on which world they are interacting Depending on whether that person is in the real or virtual world can impact on the way they think and It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each Best examples are instant messaging and visio-conferences which allow people to create their own virtual It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly) People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and The example of Second Life is totally unique because players develop communities and businesses in this Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double
互联网经济论文题目大全高中英语
自己能用英文得心应手的写的,最好写。俗称适合自己的,
学术堂精心整理了五十个新颖并好写的商务英语专业毕业论文题目,供大家参考: 1、商务英语的特点及翻译技巧 2、商务英语函电翻译技巧 3、商务英语信函的语体分析 4、浅谈商务信函的文体特征 5、商务英语学习方法探究 6、商务英语学习中跨文化交际能力的培养 7、国际商务谈判中应注意的文化因素 8、商务谈判中的跨文化冲突 9、试论普通英语与商务英语的差异 10、商务谈判中的语言艺术 11、商标名称的翻译与策略 12、广告英语的分类与分析 13、试论文化因素对商务活动的作用 14、商务英语听力策略研究 15、商务英语写作问题研究 16、商务英语考试技巧研究 17、电子商务对国际贸易的影响及对策 18、国际商务英语信函话语分析 19、商务英语发展现状浅祈 20、商务英语翻译技巧 21、商务英语函电中的文化因素初探 22、商务英语专业人才培养模式改革与实践 23、试论文化导入在商务英语教学中的作用 24、中英文广告标题的共同点 25、中英文广告传播之语言特色及跨文化问题 26、商品译文的品牌形象对商务英语翻译教学的启示 27、商务英语翻译标准初探 28、试论商务英语写作的简洁礼貌原则及写作技巧 29、我国在国际贸易中实施反倾销的应对策略 30、商务函电翻译的用词技巧 31、商标名称的翻译与策略 32、商务谈判中的语言艺术 33、商务谈判的文化障碍 34、商务英语课程设置的探讨 35、商务谈判中英语的重要性 36、商务英语学习中跨文化交际能力的培养 37、商务谈判中的跨文化冲突 38、商务英语写作中的错误与商务英语写作教学之间的关系 39、英语口语或语法在商务领域中的运用 40、浅谈英语告示语的语言特色与翻译 41、商务英语专业毕业生就业岗位探讨 42、浅谈高职学生英语听说技能的培养 43、文化差异对商务汉英翻译的影响 44、商务英语函电在对外贸易中的作用 45、浅谈商务英语写作时避免修饰语错位的方法 46、制单工作在国际结算中的地位 47、国际商务单证的作用和种类 48、浅析海运提单的风险及防范措施 49、如何翻译好日常商务文书 50、跨文化商务交际中的语言和非语言因素
1、论文化因素对英汉翻译的影响2、商务英语的特点及翻译技巧3、商务函电翻译的用词技巧4、商标名称的翻译与策略5、汉语中新词汇的翻译技巧6、商务谈判中的语言艺术7、商务谈判的文化障碍8、商务英语函电在对外贸易中的作用9、商务英语函电翻译技巧10、商务谈判中英语的重要性11、浅谈商务英语写作时避免修饰语错位的方法 12、礼仪在商务谈判中的作用13、浅谈涉外合同英语特色14、电子商务对国际贸易的影响及对策15、商务谈判的艺术性16、跨文化的商务谈判
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互联网经济论文题目大全初中
这个你搜下一大堆,但是不建议直接采用别人给你提供的题目,你最好是集合自己所学的内容来定题目,电子商务本身范围也是比较广的,每个学校的这个专业学习具体内容都是有差别的。如果本科毕业论文,这个你自己可以先不定题目,先写写正文,最后根据正文来定题目,你最好百度搜下:普刊学术中心,上面有很多关于论文的写作资料,多学习下,你写论文才顺利。如果是研究生的话,肯定要结合自己做的课题或者项目来写毕业论文才是正确之道
我国电子商务发展的模式浅析 电子商务的发展,既引发经济理论,经济结构,经济增长等方面的变革,也引发企业作业模式,组织结构和政企关系等方面的变革,并直接导致消费者,劳动者和投资者经济活动观念的改变。发展电子商务不仅仅是技术问题,更是关系到国民经济和社会发展的重大问题,对生产力的发展,产业结构改善以至整个国民经济素质的提高,都具有十分重要的意义。经过几年实践,我国电子商务发展迅猛,并且越来越走向务实,但是,对于像我国这样的发展中国家,怎样顺应世界经济发展潮流,结合国情,积极稳妥地加快电子商务建设,是摆在我们面前的迫切需要解决的问题。特别在加入WTO,实行更加开放的发展战略的情况下,这个问题显得更加重要。本文就我国电子商务发展的基本原则和发展模式问题,进行一些初步的探讨。 关键词:电子商务模式 电子商务原则 一、我国发展电子商务的基本原则 发展电子商务要立足实际,因地制宜,以应用为重点,坚持效益优先,制定有限目标,体现实际效果。笔者认为,我国发展电子商务必须遵循以下五个方面的基本原则。 1、引进与创新有机结合的原则 全球化与开放性是电子商务发展的趋势和特征,特别是我国已经入世,必须按照国际规则和国际惯例办事,因此,要结合我国的实际,积极引进与借鉴发达国家的做法经验,并进行中国化的改造和创新,为我所用,创造出符合实际的发展道路。与美国相比,我国电子商务起步在时间上虽然差不多,但是电子化和信息化的基础设施、企业条件与支撑环境差别很大。例如美国拥有良好的全国性商业批发体系、高速公路运输网络和电子支付信用体系,因此,美国可以发展许多B to C(商家与消费者之间)网站,而这一点我国是不具备的。又如美国各个市场几乎都形成几个大型企业存在的格局,这些企业规模大,而且实现了完整的ERP系统,只要通过网络将两边的企业联结起来,就可以实现B to B (商家之间)电子商务。而中国企业规模比较小,绝大部分没有ERP 系统,中国的B to B如果按照美国的模式就无法成功。 电子商务发展在世界范围内都是刚刚开始,其发展速度极为迅速,传统的商业模式正不断地被新的商业模式所代替,无论什么模式都不具有固定性和成熟性。对于任何国家来说,都有一个探索与创新的问题,这也为我国加快和跨越发展提供了难得的机遇。我们要大胆进行创新,积极探索符合实际的商业模式,壮大企业的市场竞争能力,以适应全球化的激烈竞争。 2、商务与电子有机结合的原则 在电子商务中,电子是手段,商务是核心。网络服务商和电子商务厂商,要适应企业的商务选择和利益判断,防止过度技术化倾向,避免追求表面的商务“电子化”而忽视商务活动本身的需求。我国最早涉足电子商务的一般是IT企业,它们利用技术上的优势建立起电子商务系统,然后开始销售传统的产品。由于IT企业没有成熟的商业渠道和商业经验,并受制于网络支付、配送和网民数量等因素,到目前为止真正赢利的电子商务网站极少。这都是没有以“商务”为核心的结果。因此,要把电子与商务有机地结合起来,以商务应用为根本,信息技术和信息网络要立足于为传统产业服务,促进传统产业结构的优化与升级;传统企业要积极发展新的商业模式,适应信息革命的要求。 3、务实与跨越有机结合的原则 要根据我国目前的商务需求、技术手段和经济环境实际,制订发展电子商务的规划和计划,确定切实可行的商务模式,设计和开发实用有效的技术解决方案,在现有条件下最大限度地推动企业管理水平和经营效益的提高;另一方面,要着眼未来的发展需求和趋势,以世界眼光和战略思维,推出创新的电子商务体系,能够跨越的大胆跨越,以适应全球电子商务发展的需要。 我国未完成工业化就开始进行信息化,面临工业化和信息化同时发展的双重任务,这与已经完成工业化并步入信息社会的发达国家有很大不同。这既是一个严峻的挑战,也为我们发挥后发优势,实现跨越式发展提供了可能和机遇。首先,信息技术和信息网络的开放性、易用性保证其具有广泛的适用性,多样化的信息传递方式提高信息服务平台,使几乎所有企业都可以发展不同层次的电子商务;其次,电子商务可以促进粗放经济向集约经济的转变,转换经济的增长方式,扩大经济规模,提高经济质量。因此,我们要主动抓住机遇和迎接挑战,按照跨越式发展的思路,加快推进电子商务的发展,实现中央提出的“以信息化带动工业化,实现生产力跨越式发展”的战略目标。
电子商务专业毕业论文参考选题 电子商务环境下供应链的构建研究 客户关系管理系统与电子政务 企业采用电子交易市场研究 中国电子政务应用市场现状及需求趋势分析 电子商务时代的竞争结构分析(课题) 我国电子商务的发展及其走向 美国电子商务发展态势及政府相关政策基点 缩小数字鸿沟的国际经验及我国的政策建议 电子政务以及国外的发展情况 我国电子政务的现状与问题 网上银行安全问题与解决对策研究 我国电子商务发展存在的问题及其对策 电子商务环境下的现代物流研究 论信息技术革命条件下的网络经济 电子商务的发展及其对现代商务的促进作用 基于电子商务的信用保障措施研究 电子商务环境下消费者规避网络购物欺诈风险 互联网与战略 电子商务领域网络犯罪的对策研究 电子商务管理中的法律政策研究 论信息技术革命条件下的网络经济 基于B2B的在线交易系统的设计与实现研究 我国网络产业的制度建设探讨 网络化经济规律的新思考 透过Web站点看中美两国企业的营销理念 如何看待网络产业和网络股 物流企业如何进军电子商务 关于发展我国电子商务的对策研究 WTO条件下我国发展电子商务的对策 现代物流与电子商务中信息技术应用研究 中国电子商务的发展研究 信息时代如何增强中国企业竞争力 基于消费者信息行为的电子商务营销策略的研究 我国外贸企业电子商务发展状况及政策建议 网络审计的结构和应用中的问题 试论我国电子商务发展现状及其所面临的若干政策问题 基于Web服务的电子商务平台的研究与实现 电子商务对中国对外贸易影响问题研究 防止网络新经济时代IT人才流失的策略研究 电子商务发展特征与我国的对策取向 电子商务对未来商业的影响 电子商务合同立法研究 网上证券交易发展的主要趋势及其对我国证券市场的影响 电子商店经营模式之研究 我国电子金融业务发展现况及建议 跨国企业电子商务的策略研究 网络银行安全分析和方案设计 电子商务的交易成本分析 网络时代的企业经营与管理 企业电子商务的风险分类及其管理策略 企业采用Intranet(企业网络)之成功关键因素研究 电子商务业者之资源优势、策略优势与绩效优势关系之研究 B2B电子商务:中国企业应对策略 C2C电子商务的营销组合策略研究 基于身份的数字签名及签密技术研究 传统企业与电子商务 打造我国电子商务基础服务产业 电子商务与企业业务流程再造 电子商务企业综合评价体系研究 B2B趋势分析 资本与技术二重奏-透析B2B领先模式 新农村电子政务建设模式研究 电子商务环境下信用证收汇风险研究 基于C2C的第三方协同支付研究 基于电子商务供应链的伙伴关系管理研究 电子商务盈利模式研究 论电子商务环境下的品牌战略 基于电子商务的物流策略研究 EDI+因特网:企业电子商务的助推器 中国企业B2B的障碍 企业采用Intranet(企业网络)之成功关键因素研究 B2C企业与第三方物流企业的战略联盟
互联网经济论文题目大全高中生英语
today we talk about internet, many student can playing computer some students learning about many thing but others playing i think it is the one hand we can learning by computet,on the other hand someone can playing gams all day ,they does not go to school ,so i think it terrible
第一篇In recent years, people are developing an inseparable relationship with I As is known to all, it is convenient for us to click the mouse when surfing on line, either to entertain ourselves or to meet the work’s On the one hand, no one denies that Internet is currently one of the most useful media in our daily As a college student, I get on line every day to exchange information through e-mails with my net But on the other hand, a good many people admit that they are too much addicted to Internet to maintain a regular and wholesome Thus, it is necessary for us to use Internet in a reasonable way and restrain from After all,Internet is invented to enrich our life, and to improve the efficiency of our work rather than shackle us with a 第二篇As human enters a age of information The advantages and disadvantages becomes increasingly The advantages are that internet made life much more convenient and People can shop, read, learn, interact and a whole lot more from their computer It draws the world closer and makes lifes There are also On the internet, everyone is invisisble, this makes online fraud and identitity theft increasingly popular and Also, on the internet, almost everyone can post or edit information, which means information on the web are not always Therefore, as we become more and more relient on the internt, it's advantages and disadvantages should not be
A Case Discussion of the Impact of TRIPs Agreement on Chinese Economy
互联网经济对实体经济的冲击论文题目大全初中英语
互联网对实体经济的影响非常大
主要服装行业和水果行业。最明显的就是服装行业,传统的实体店因为门店租金和人员工资等因素,所以衣服价格会很高,但是网店就节省了这一环节,同一款衣服可能价格相差在一两百左右,因此很多人都会选择网店购买,这样实体店客源会直接少很多。
网络经济主要是传播快,实体经济需要层层传递,网络可以直接传播。网络经济成本更低,网络经济不需要高昂房屋。网络经济对于人们更加便捷,足不出门,可以购买或者完成多种多样事物。
这个要看马老板到底多贪心了。冲击到底有多大?要看电商占了全年吸收消费者消费的总量占比%,占比越多,实体经济、店铺越凄惨。上网买东西这么简单,连上海阿姨都去淘宝,她们去店里都说你们还没淘宝买的便宜。呵呵,电子商务伤害实体经济是必然的,如果电子商务继续野蛮发展,伤害的就是实体经济,中国就这么十几亿人消费,消费的蛋糕就这么多,是基本固定的,都去买网上便宜的了,送货又快,谁还去店里呢?电子商务让实体经济重新洗牌都有可能,电子商务就像野草,实体经济就像大树,野草如果不治理任其生长,大树的营养被野草吸收光了,树还能活多久?