數(shù)字娛樂產(chǎn)業(yè)中的符號生產(chǎn)與消費(fèi)
發(fā)布時(shí)間:2018-10-21 13:16
【摘要】: 本文以“符號”為產(chǎn)業(yè)消費(fèi)分析的邏輯起點(diǎn),首次運(yùn)用“格雷馬斯方陣”,結(jié)合其他相關(guān)理論工具,分析國內(nèi)外成功的動(dòng)漫形象和動(dòng)漫作品情節(jié),以不同的視角透視數(shù)字娛樂產(chǎn)業(yè)消費(fèi)內(nèi)核,揭示數(shù)字娛樂產(chǎn)品的消費(fèi)行為發(fā)生的內(nèi)在機(jī)制,從而揭開數(shù)字娛樂產(chǎn)品的“消費(fèi)黑箱”。通過這種對比分析,發(fā)現(xiàn)所有成功的動(dòng)漫人物身上都存在一個(gè)完整地四維方陣,具備豐滿的四維意義,情節(jié)則表觀為敘事符號的組合與變換。而符號生產(chǎn)上的不足是我國數(shù)字娛樂產(chǎn)業(yè)存在的主要問題,歸根到底還是因?yàn)槲覈鴶?shù)字娛樂產(chǎn)業(yè)的從業(yè)人員對于數(shù)字娛樂的“符號生產(chǎn)”和“符號消費(fèi)”的本質(zhì)認(rèn)識不足,新作品的出爐過于隨意,沒有經(jīng)過必要的前期市場調(diào)查,對受眾的偏好特點(diǎn)沒有深入的了解和分析。 本文主要分為四部分: 第一部分為緒論,提出問題,簡要論述了本文的研究背景、方法、動(dòng)機(jī)和目標(biāo)。第二部分共有兩章,第一章總結(jié)現(xiàn)階段數(shù)字娛樂產(chǎn)業(yè)的研究現(xiàn)狀,提出研究中存在的不足。第二章則從定義數(shù)字娛樂產(chǎn)業(yè)入手,探討該產(chǎn)業(yè)的消費(fèi)行為所具有的不同于其他產(chǎn)業(yè)的特點(diǎn),為后面研究動(dòng)漫和網(wǎng)絡(luò)游戲消費(fèi)行為尋找研究起點(diǎn)。第三部分以動(dòng)漫和網(wǎng)絡(luò)游戲?yàn)榇?運(yùn)用格雷馬斯方陣及其他理論工具,并結(jié)合實(shí)際消費(fèi)者調(diào)查和企業(yè)訪談,對消費(fèi)行為進(jìn)行分析。對比國內(nèi)外作品的特點(diǎn),尋找我國國產(chǎn)動(dòng)漫和網(wǎng)絡(luò)游戲存在的問題。第四部分結(jié)論和對策?偨Y(jié)以上分析結(jié)果,提出對我國數(shù)字娛樂產(chǎn)業(yè)發(fā)展的建議。
[Abstract]:This paper takes "symbol" as the logical starting point of industrial consumption analysis, first uses "Graymas Matrix" and other relevant theoretical tools to analyze the successful animation images and the plot of animation works at home and abroad. In this paper, the consumption kernel of digital entertainment industry is analyzed from different perspectives, and the internal mechanism of consumption behavior of digital entertainment products is revealed, thus uncovering the "consumption black box" of digital entertainment products. Through this comparative analysis, it is found that all successful animation characters have a complete four-dimensional square array with full four-dimensional meaning, and the plot is seen as the combination and transformation of narrative symbols. The shortage of symbol production is the main problem of digital entertainment industry in our country. In the final analysis, the practitioners of digital entertainment industry do not know enough about the essence of digital entertainment "symbol production" and "symbol consumption". The new works are too casual, without the necessary early market research, the characteristics of audience preferences have not in-depth understanding and analysis. This paper is mainly divided into four parts: the first part is introduction, put forward questions, briefly discusses the research background, methods, motives and goals of this paper. The second part consists of two chapters. The first chapter summarizes the current research situation of digital entertainment industry and puts forward the shortcomings of the research. The second chapter starts with the definition of digital entertainment industry, discusses the characteristics of consumer behavior of this industry, which is different from other industries, and looks for the starting point for the later study of animation and online game consumption behavior. The third part takes the animation and online games as the representative, uses the Graymas square matrix and other theoretical tools, and combines the actual consumer investigation and the enterprise interview, carries on the analysis to the consumption behavior. Comparing the characteristics of domestic and foreign works, looking for domestic animation and online game problems. The fourth part concludes and countermeasures. Summary above analysis result, put forward to our country digital entertainment industry development suggestion.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2007
【分類號】:F49;F719
本文編號:2285195
[Abstract]:This paper takes "symbol" as the logical starting point of industrial consumption analysis, first uses "Graymas Matrix" and other relevant theoretical tools to analyze the successful animation images and the plot of animation works at home and abroad. In this paper, the consumption kernel of digital entertainment industry is analyzed from different perspectives, and the internal mechanism of consumption behavior of digital entertainment products is revealed, thus uncovering the "consumption black box" of digital entertainment products. Through this comparative analysis, it is found that all successful animation characters have a complete four-dimensional square array with full four-dimensional meaning, and the plot is seen as the combination and transformation of narrative symbols. The shortage of symbol production is the main problem of digital entertainment industry in our country. In the final analysis, the practitioners of digital entertainment industry do not know enough about the essence of digital entertainment "symbol production" and "symbol consumption". The new works are too casual, without the necessary early market research, the characteristics of audience preferences have not in-depth understanding and analysis. This paper is mainly divided into four parts: the first part is introduction, put forward questions, briefly discusses the research background, methods, motives and goals of this paper. The second part consists of two chapters. The first chapter summarizes the current research situation of digital entertainment industry and puts forward the shortcomings of the research. The second chapter starts with the definition of digital entertainment industry, discusses the characteristics of consumer behavior of this industry, which is different from other industries, and looks for the starting point for the later study of animation and online game consumption behavior. The third part takes the animation and online games as the representative, uses the Graymas square matrix and other theoretical tools, and combines the actual consumer investigation and the enterprise interview, carries on the analysis to the consumption behavior. Comparing the characteristics of domestic and foreign works, looking for domestic animation and online game problems. The fourth part concludes and countermeasures. Summary above analysis result, put forward to our country digital entertainment industry development suggestion.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2007
【分類號】:F49;F719
【參考文獻(xiàn)】
相關(guān)期刊論文 前1條
1 李三強(qiáng);;世界動(dòng)漫發(fā)展史上的“他山之石”[J];中國電視;2006年09期
,本文編號:2285195
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