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動漫產(chǎn)業(yè)競爭力國際比較研究

發(fā)布時間:2018-05-25 18:19

  本文選題:動漫 + 動漫產(chǎn)業(yè) ; 參考:《東華大學》2012年碩士論文


【摘要】:近年來,動漫產(chǎn)業(yè)發(fā)展勢頭迅猛,前景誘人。在很多國家如美國、英國、日本、韓國,動漫產(chǎn)業(yè)已經(jīng)成為主要的經(jīng)濟產(chǎn)業(yè)。動漫產(chǎn)業(yè)已經(jīng)從一個鮮為人知的動畫產(chǎn)品成為新經(jīng)濟形式下家喻戶曉的大眾娛樂,在整個國民經(jīng)濟的發(fā)展中發(fā)揮著舉足輕重的作用。 目前學術界對動漫的研究存在很多不足。國際上對動漫產(chǎn)品的研究,多為細節(jié)性研究。國內對動漫產(chǎn)品的研究多側重于單個國家或者單個產(chǎn)品以及歷史過程分析以定性為主,定量研究較缺乏;谝陨锨樾,本文有自己提出了自己獨到的研究方法和創(chuàng)新點。 本文對所研究的動漫企業(yè)按照地區(qū)分類比較。分析了美國、加拿大等國在動漫產(chǎn)業(yè)發(fā)展上的不同形式;借鑒了一般文化產(chǎn)業(yè)競爭力模型對動漫產(chǎn)業(yè)進行了指標統(tǒng)計分析;通過大量的實證分析,通過AWN獲取了4292個全球動漫企業(yè)的方式,對動漫全球競爭力進行評估。 本文結構安排為首先討論了創(chuàng)新技術和動漫產(chǎn)業(yè)的影響關系;然后從定性的角度說明國際上個別國家動漫產(chǎn)業(yè)的發(fā)展優(yōu)勢和劣勢;接著全球范圍內分析動漫企業(yè)的企業(yè)特點,技術特點,產(chǎn)品特點;其次從各個地區(qū)的動漫產(chǎn)業(yè)為出發(fā)點分析了各地區(qū)動漫產(chǎn)業(yè)分布情況,國際間出口和關聯(lián)情況等;再其次,從產(chǎn)業(yè)總體角度評估了動漫產(chǎn)業(yè)競爭力;最后,將動漫產(chǎn)業(yè)國際市場理論和實證分析延伸到我國動漫產(chǎn)業(yè)的發(fā)展上來。 本文采用一定的分析方法。歸納法和演繹法相結合,歷時分析和共時分析相結合,比較研究的方法以及實證研究的方法,對動漫產(chǎn)業(yè)全球競爭力分析結果如下: 一、美國的動漫產(chǎn)業(yè)以龍頭產(chǎn)業(yè)為主,日本的動漫產(chǎn)業(yè)以原創(chuàng)動漫卡通書籍等為主,韓國的動漫以政府扶持為推進的動力。二、在本文研究的動漫企業(yè)中,以動漫制作為主要公司占絕大多數(shù)比例;動漫使用技術逐步由2D電腦技術轉變?yōu)?D合成技術。三、美國的洛杉磯地區(qū)的動漫生產(chǎn)網(wǎng)絡核心在洛杉磯當?shù);紐約的動漫企業(yè)客戶群在非紐約的其他美國地區(qū),并向全球擴展;舊金山的動漫企業(yè)大多數(shù)客戶在全球各個地區(qū)。加拿大的動漫企業(yè)和美國類似。歐洲市場當?shù)鼗疃嗟臑閭惗?比例為64%,然后是斯德哥爾摩(61.7%)。亞洲首爾的動漫企業(yè)主要是以當?shù)劁N售為主。四、在動漫產(chǎn)業(yè)競爭力的指標體系中,美國最強,日本、韓國其次,中國最差。五、中國雖然動漫產(chǎn)業(yè)發(fā)展迅速,但仍然存在很多問題。針對這些問題,需要加大資金投入力度,加強國際合作,加強立法和對動漫產(chǎn)業(yè)文化的保護力度。
[Abstract]:In recent years, animation industry rapid development momentum, attractive prospects. In many countries such as the United States, Britain, Japan, South Korea, animation industry has become a major economic industry. Animation industry has changed from a little-known animation product into a household name of mass entertainment under the new economic form, which plays an important role in the development of the whole national economy. At present, there are many deficiencies in the research of animation in academia. International research on animation products, mostly for the details of research. Domestic research on animation products focuses on a single country or a single product as well as historical process analysis mainly qualitative quantitative research is lacking. Based on the above situation, this paper has put forward its own unique research methods and innovative points. This article studies the animation business according to the regional classification comparison. This paper analyzes the different forms of animation industry development in the United States, Canada and other countries; draws lessons from the general cultural industry competitiveness model to analyze the indicators of animation industry; through a large number of empirical analysis, Through AWN access to 4292 global animation companies in the way, to assess the global competitiveness of animation. The structure of this paper is to first discuss the impact of innovative technology and animation industry; then from a qualitative point of view to explain the strengths and weaknesses of the development of the animation industry in individual countries; and then to analyze the corporate characteristics of animation companies around the world. Secondly, this paper analyzes the distribution of animation industry, international export and related situation, and evaluates the competitiveness of animation industry from the perspective of the industry as a whole. Finally, the international market theory and empirical analysis of animation industry is extended to the development of China's animation industry. A certain analytical method is used in this paper. Inductive method and deductive method, diachronic analysis and synchronic analysis, comparative research methods and empirical research methods, the results of global competitiveness analysis of animation industry are as follows: First, the animation industry in the United States to the leading industry, the animation industry in Japan to the original animation and cartoon books, animation in South Korea to promote the momentum of government support. Second, in the animation companies studied in this paper, animation production as the main company accounts for the vast majority of the proportion; animation technology gradually changed from 2D computer technology to 3D synthesis technology. Third, the Los Angeles area's animation production network is at the heart of Los Angeles; New York's animation business customer base is in other parts of the United States that are not New York and expanding globally; and San Francisco's animation business has most of its customers in all parts of the world. Canada's animation business and the United States similar. London was the most localized market in Europe, with a ratio of 64, followed by Stockholm's 61.7. Asian Seoul's animation business is mainly to local sales. Fourth, in the animation industry competitiveness index system, the United States is the strongest, Japan, South Korea, China is the worst. Fifth, China although the rapid development of animation industry, but there are still many problems. To solve these problems, we need to increase investment, strengthen international cooperation, strengthen legislation and the protection of animation industry culture.
【學位授予單位】:東華大學
【學位級別】:碩士
【學位授予年份】:2012
【分類號】:F752.6;G124

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