軟實力視域下的韓國網(wǎng)游產(chǎn)業(yè)規(guī)制研究
本文關(guān)鍵詞:軟實力視域下的韓國網(wǎng)游產(chǎn)業(yè)規(guī)制研究 出處:《東北師范大學(xué)》2016年碩士論文 論文類型:學(xué)位論文
更多相關(guān)文章: 韓國 文化軟實力 網(wǎng)游產(chǎn)業(yè)規(guī)制
【摘要】:冷戰(zhàn)后,由于經(jīng)濟(jì)全球化的程度越來越高,各國家和地區(qū)之間的聯(lián)系與交流變得更加密切,與此同時在國際社會中軍事代表的硬實力所處的地位相對下降,而以文化為主要代表的軟實力在國際關(guān)系中的地位與作用得到相應(yīng)的提升,在這種情況下謀求軟實力的發(fā)展變成各國內(nèi)政和外交的一個重要組成部分。在這一背景下,由于文化產(chǎn)業(yè)特有的集文化價值與技術(shù)創(chuàng)新以及大幅提升產(chǎn)品附加值于一身的特性,使文化產(chǎn)業(yè)在21世紀(jì)成為先進(jìn)國家競爭力的核心構(gòu)成,在一國“軟實力”的提升中扮演者日益重要的角色。因此,越來越多的國家將發(fā)展文化產(chǎn)業(yè)提上日程,力圖以此來為提升本國“軟實力”做出貢獻(xiàn)。而網(wǎng)游產(chǎn)業(yè),作為21世紀(jì)全球經(jīng)濟(jì)一體化時代的新興產(chǎn)業(yè)和朝陽產(chǎn)業(yè),在文化產(chǎn)業(yè)的發(fā)展中起到了重要的作用。許多國家試圖用網(wǎng)絡(luò)游戲產(chǎn)業(yè)這一新興事物作為平臺來進(jìn)行文化軟實力的較量。尤其是我國鄰國韓國,盡管在文化產(chǎn)業(yè)這一方面的開始相對較遲,然而近年來卻在世界范圍內(nèi)流行起了一股強(qiáng)勁的“韓流”,創(chuàng)造了一個個傳奇,從而一躍成為世界IT大國,并且位列世界第五大文化產(chǎn)業(yè)強(qiáng)國之一。能夠達(dá)到這樣的成績網(wǎng)絡(luò)游戲產(chǎn)業(yè)作為韓國文化產(chǎn)業(yè)的中流砥柱起到的作用功不可沒,也與韓國政府對網(wǎng)游產(chǎn)業(yè)的規(guī)制密切相關(guān)。1997年韓國經(jīng)歷了金融危機(jī),在此之后迅速調(diào)整了國家經(jīng)濟(jì)結(jié)構(gòu),并在互聯(lián)網(wǎng)的時代抓住時機(jī)把網(wǎng)游產(chǎn)業(yè)作為其21世紀(jì)國家經(jīng)濟(jì)快速發(fā)展的戰(zhàn)略性支柱型產(chǎn)業(yè),使其成為文化產(chǎn)品出口的中堅力量,目前網(wǎng)游產(chǎn)業(yè)的產(chǎn)值甚至已成功超過韓國汽車業(yè)。韓國不僅僅在亞洲一些地區(qū)形成了一股強(qiáng)勁的“韓流”熱潮,還利用這股“熱潮”成功將韓國打造成為東亞一個新的流行文化的中心,使其一躍變成了排名僅僅低于美國的世界排名第二的網(wǎng)絡(luò)游戲強(qiáng)國。而以網(wǎng)絡(luò)游戲為主要力量的文化產(chǎn)業(yè)所形成的這股強(qiáng)大的韓流,已經(jīng)迅速占領(lǐng)了不僅僅是亞洲還包括世界其他一部分國家和地區(qū),再一次顯著地對韓國的文化軟實力起到提升作用,并且以此在國際社會上將韓國塑造成一個強(qiáng)國的國際形象。目前我國的研究在文化軟實力視域下探討網(wǎng)絡(luò)游戲的作用還是非常少的,因此,為我國擴(kuò)展了文化軟實力的研究可能和路徑。本文以軟實力作為理論的依托,通過闡述文化軟實力視域下韓國網(wǎng)游產(chǎn)業(yè)規(guī)制的作用,結(jié)合韓國網(wǎng)游產(chǎn)業(yè)對韓國文化軟實力提升的規(guī)制經(jīng)驗,韓國網(wǎng)絡(luò)游戲?qū)ξ幕泴嵙μ嵘耐緩竭M(jìn)行具體分析和闡釋的基礎(chǔ)上,分析當(dāng)前我國通過網(wǎng)絡(luò)游戲這一新的文化傳播平臺提升文化軟實力中的問題和不足之處,為以網(wǎng)絡(luò)游戲為載體提升我國文化軟實力提出具有針對性的建議。
[Abstract]:After the Cold War, due to the increasing degree of economic globalization, the contacts and exchanges between countries and regions become closer, at the same time, the position of the military representatives in the international community is relatively declining. And the position and function of soft power, mainly represented by culture, have been promoted accordingly. It is against this background that the pursuit of the development of soft power becomes an important part of the internal and foreign affairs of States. Due to the unique cultural value and technological innovation, as well as the product value-added characteristics, cultural industry in 21th century has become the core component of the competitiveness of advanced countries. Playing an increasingly important role in the promotion of a country's "soft power". As a result, more and more countries are putting the development of cultural industries on the agenda. In 21th century, the online gaming industry, as a new industry and sunrise industry in the era of global economic integration. It plays an important role in the development of cultural industry. Many countries try to use the online game industry as a platform to compete for the soft power of culture. Although the beginning of this aspect of the cultural industry is relatively late, in recent years, it has become a strong "Korean current" in the world, creating a legend, thus it has become a big IT country in the world. And ranked among the world's 5th largest cultural industry power. Can achieve such a result of the online game industry as the mainstay of the Korean cultural industry played a role in the role. In 1997, Korea experienced the financial crisis, and then adjusted the national economic structure rapidly. And in the era of the Internet seize the opportunity to take the online gaming industry as a strategic pillar industry of rapid economic development in 21th century, making it the backbone of the export of cultural products. The online gaming industry has even succeeded in outpacing South Korea's auto industry. South Korea has not only formed a strong "Korean current" boom in some parts of Asia. The "boom" was also used to make South Korea a centre for a new popular culture in East Asia. This has transformed it into the second largest online gaming power in the world, just below the United States. And the cultural industry, with online games as the main force, has created this powerful Korean wave. The rapid occupation of not only Asia but also other parts of the world has once again significantly enhanced South Korea's cultural soft power. And in the international community to portray South Korea as a powerful international image. At present, our research in the cultural soft power perspective to explore the role of online games is very little, therefore. For our country to expand the research of cultural soft power possible and path. This paper takes soft power as the theoretical basis, by elaborating the role of Korean Internet game industry regulation under the view of cultural soft power. Combined with the regulation experience of Korean online games industry to enhance the soft power of Korean culture, Korean online games on the basis of specific analysis and interpretation of the ways to enhance the soft power of culture. This paper analyzes the problems and deficiencies in the promotion of cultural soft power through the new cultural communication platform of online games in China, and puts forward targeted suggestions for promoting the cultural soft power of our country with online games as the carrier.
【學(xué)位授予單位】:東北師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2016
【分類號】:F49
【參考文獻(xiàn)】
相關(guān)期刊論文 前8條
1 李策;魏珊;;中國學(xué)界對韓國文化軟實力的研究述評[J];青島科技大學(xué)學(xué)報(社會科學(xué)版);2015年02期
2 孫佳山;;網(wǎng)絡(luò)游戲的文化軟實力架構(gòu)——兼談《魔獸世界:熊貓人之謎》[J];中國藝術(shù)時空;2013年04期
3 汪津生;;如何理解黨的文化軟實力建設(shè)新思路——基于中國共產(chǎn)黨十八大報告的考察[J];新東方;2013年01期
4 高英彤;宮倩;蔡冬;;青少年參與網(wǎng)絡(luò)游戲的特點、趨勢及成因分析[J];東北師大學(xué)報(哲學(xué)社會科學(xué)版);2013年01期
5 孫衛(wèi)華;劉衛(wèi)東;;流行文化中的文化軟實力較量[J];新聞知識;2012年02期
6 朱芹;;“韓流”與文化軟實力——以《大長今》等韓劇為中心[J];韓國研究論叢;2006年00期
7 彭虎鋒;;韓國網(wǎng)絡(luò)游戲產(chǎn)業(yè)發(fā)展模式[J];合作經(jīng)濟(jì)與科技;2006年04期
8 王滬寧;作為國家實力的文化:軟權(quán)力[J];復(fù)旦學(xué)報(社會科學(xué)版);1993年03期
相關(guān)博士學(xué)位論文 前1條
1 何躍鷹;互聯(lián)網(wǎng)規(guī)制研究[D];北京郵電大學(xué);2012年
相關(guān)碩士學(xué)位論文 前2條
1 崔炯準(zhǔn);韓國游戲產(chǎn)業(yè)政策研究[D];浙江大學(xué);2012年
2 彭桂芳;我國網(wǎng)絡(luò)游戲產(chǎn)業(yè)的政府規(guī)制研究(1996—2007年)[D];華中師范大學(xué);2008年
,本文編號:1441597
本文鏈接:http://sikaile.net/jingjilunwen/xxjj/1441597.html