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軟實(shí)力視域下的韓國(guó)網(wǎng)游產(chǎn)業(yè)規(guī)制研究

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  本文關(guān)鍵詞:軟實(shí)力視域下的韓國(guó)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(guó) 文化軟實(shí)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(lái)越高,各國(guó)家和地區(qū)之間的聯(lián)系與交流變得更加密切,與此同時(shí)在國(guó)際社會(huì)中軍事代表的硬實(shí)力所處的地位相對(duì)下降,而以文化為主要代表的軟實(shí)力在國(guó)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(shí)力的發(fā)展變成各國(guó)內(nèi)政和外交的一個(gè)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(jià)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(guó)家競(jìng)爭(zhēng)力的核心構(gòu)成,在一國(guó)“軟實(shí)力”的提升中扮演者日益重要的角色。因此,越來(lái)越多的國(guó)家將發(fā)展文化產(chǎn)業(yè)提上日程,力圖以此來(lái)為提升本國(guó)“軟實(shí)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(shí)代的新興產(chǎn)業(yè)和朝陽(yáng)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(guó)家試圖用網(wǎng)絡(luò)游戲產(chǎn)業(yè)這一新興事物作為平臺(tái)來(lái)進(jìn)行文化軟實(shí)力的較量。尤其是我國(guó)鄰國(guó)韓國(guó),盡管在文化產(chǎn)業(yè)這一方面的開始相對(duì)較遲,然而近年來(lái)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(gè)個(gè)傳奇,從而一躍成為世界IT大國(guó),并且位列世界第五大文化產(chǎn)業(yè)強(qiáng)國(guó)之一。能夠達(dá)到這樣的成績(jī)網(wǎng)絡(luò)游戲產(chǎn)業(yè)作為韓國(guó)文化產(chǎn)業(yè)的中流砥柱起到的作用功不可沒,也與韓國(guó)政府對(duì)網(wǎng)游產(chǎn)業(yè)的規(guī)制密切相關(guān)。1997年韓國(guó)經(jīng)歷了金融危機(jī),在此之后迅速調(diào)整了國(guó)家經(jīng)濟(jì)結(jié)構(gòu),并在互聯(lián)網(wǎng)的時(shí)代抓住時(shí)機(jī)把網(wǎng)游產(chǎn)業(yè)作為其21世紀(jì)國(guó)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(jiān)力量,目前網(wǎng)游產(chǎn)業(yè)的產(chǎn)值甚至已成功超過韓國(guó)汽車業(yè)。韓國(guó)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(guó)打造成為東亞一個(gè)新的流行文化的中心,使其一躍變成了排名僅僅低于美國(guó)的世界排名第二的網(wǎng)絡(luò)游戲強(qiáng)國(guó)。而以網(wǎng)絡(luò)游戲?yàn)橹饕α康奈幕a(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(guó)家和地區(qū),再一次顯著地對(duì)韓國(guó)的文化軟實(shí)力起到提升作用,并且以此在國(guó)際社會(huì)上將韓國(guó)塑造成一個(gè)強(qiáng)國(guó)的國(guó)際形象。目前我國(guó)的研究在文化軟實(shí)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(guó)擴(kuò)展了文化軟實(shí)力的研究可能和路徑。本文以軟實(shí)力作為理論的依托,通過闡述文化軟實(shí)力視域下韓國(guó)網(wǎng)游產(chǎn)業(yè)規(guī)制的作用,結(jié)合韓國(guó)網(wǎng)游產(chǎn)業(yè)對(duì)韓國(guó)文化軟實(shí)力提升的規(guī)制經(jīng)驗(yàn),韓國(guó)網(wǎng)絡(luò)游戲?qū)ξ幕泴?shí)力提升的途徑進(jìn)行具體分析和闡釋的基礎(chǔ)上,分析當(dāng)前我國(guó)通過網(wǎng)絡(luò)游戲這一新的文化傳播平臺(tái)提升文化軟實(shí)力中的問題和不足之處,為以網(wǎng)絡(luò)游戲?yàn)檩d體提升我國(guó)文化軟實(shí)力提出具有針對(duì)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(jí)別】:碩士
【學(xué)位授予年份】:2016
【分類號(hào)】:F49

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