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北美作业代写:Japan's cultural and creative industry

2018-08-08 来源: 51due教员组 类别: Paper范文

下面为大家整理一篇优秀的paper代写范文- Japan's cultural and creative industry,供大家参考学习,这篇论文讨论了日本的文化创意产业。随着知识经济的兴起和全球化的发展,创意产业作为一种新兴产业日益引起国际社会的普遍关注。日本是亚洲创意产业发展最发达的国家。早在20世纪,日本就提出“文化立国”的战略构想,在政府的大力支持和推动下,其创意产业发展迅猛, 国际竞争力大大提高。创意产业强调的是创造性和创新性,更重视文化创意对其它产业的融合渗透,所以它比文化产业有更广泛的内容。

Japan's cultural,日本文化创意产业,essay代写,paper代写,作业代写

With the rise of knowledge economy and the development of globalization, creative industry, as an emerging industry, has drawn more and more attention from the international community. Japan is the most developed country in Asian creative industries. In 1996, Japan put forward the strategic concept of "cultural founding". With the strong support and promotion from the government, its creative industries developed rapidly and its international competitiveness was greatly improved. Through the analysis of the general situation and experience of Japanese creative industry, this paper draws some useful inspirations for China.

In today's world, the cultural and creative industry is growing at a rate of $22 billion a day and 5% a year. Cultural and creative industry is known as the "sunrise industry" and "golden pillar" of the 21st century. American economists have declared that "the age of capital is past, the age of ideas is coming". Cultural and creative industry has become an important driving force for the economic development of a country or region. Its development scale and degree have become an important index to measure the comprehensive competitiveness of a country or region and a symbol of a country's soft power.

In recent years, the Japanese government has adjusted its national policies, legislated to support and develop cultural and creative industries, and protected and developed creative products. The cultural and creative industry, with image, game and music as the main subject, has developed rapidly. It not only expands the market share at home and abroad, but also drives the common development of domestic related industries. Moreover, it has gained a good reputation in the international market.

From the market status and development prediction of Japan's cultural and creative industry, we have reason to believe that excellent creative products not only play a huge role in promoting social and cultural progress, but also create great cultural wealth and economic value.

In the 1990 s, the British first introduce the concept of "creative" cultural policy documents, and in 1998 the British creative industry path to the file for the first time to define the concept of creative industries, from individual creativity and skills and talent, through the creation of intellectual property rights and access, had the potential to create wealth and increase the employment industry. Creative industries are divided into 13 sectors: advertising, architecture, art and antiques, crafts, design, fashion, film and video, animation, music, performance art, publishing, software and computer services, television and radio. However, due to the different economic development stages and cultural backgrounds of different countries, the concept of creative industry is also different.

According to the definition of UNESCO, "cultural industry" refers to a series of activities of production, reproduction, storage and distribution of cultural products and services in accordance with industrial standards. The cultural and creative industry overlaps to a great extent with the cultural industry in the general sense, but the cultural industry is not equal to the creative industry. The creative industry emphasizes creativity and innovation, and pays more attention to the integration and penetration of cultural creativity into other industries. It has a broader content than the cultural industry: it includes not only the consumer cultural creative products, but also the intermediate products provided by various industries including cultural products.

Since the implementation of Japan's "cultural founding" strategy, the government has been actively developing creative industries. The rapid development of creative industries, mainly animation, games and music, not only makes the domestic economy develop rapidly, but also drives the development of related industries. Japan is the most developed creative industry in Asia. According to Japan's "data content white paper 2010", the total output value of global creative industry is about 130 trillion yen, among which the us is about 44 trillion yen. The eu is about 49 trillion yen; Asia, Oceania region about 36 trillion yen. Among Asian countries, Japan contributes the most, about 13 trillion yen, accounting for more than half of the region's total output. In recent years, Japan's creative industry has been on the rise. In 2002, Japan's creative output was 129, 86.1 billion yen. By 2003 it was 130, 95.2 billion yen; The increase was even more pronounced in 2004, when output reached 133, 36.2 billion yen, accounting for 2.6 percent of gross domestic product of 507 trillion yen that year. The domestic and foreign market size of Japan's creative industry is expected to reach about 20 trillion yen by 2020.

Among all kinds of creative industries in Japan, the animation industry has the most prominent position. As the "kingdom of animation", Japan is the largest animation production and exporter in the world. At present, more than 60 percent of animation works broadcast worldwide are from Japan, and more than 80 percent in Europe. In 2003, Japanese anime and related products sold to the United States totaled $4.359 billion, four times the total revenue of Japanese steel exports to the United States, according to data released by the Japan trade organization.

As the traditional strength of Japanese creative industry, the game industry was popular at the end of the 20th century. Now, due to the rapid growth of the American and European game markets and the rapid development of the Korean game industry, the Japanese game industry is facing strong competitive pressure. Mergers and partnerships between big players have made reorganized game companies more active, boosting the Japanese game industry. Now, the Japanese online game market is showing a steady growth stage, reaching 1 trillion yen in 2010.

Digital content industry digital content industry is an emerging digital art industry with the popularization of digital products such as computers, the Internet and mobile phones. It includes video, music, games, animation and other categories, and is circulated through network transmission, optical disc, mobile transmission and digital broadcasting. Gross domestic product reached about 5.7 trillion yen in 2010.

In recent years, with significant economic growth, the cultural market of Asian market is also expanding rapidly. The overall Asian cultural market, excluding Japan, grew 7.9 per cent in the year to 2008 to $139.6bn, outstripping Japan's $111.7bn. The state of the world: China's film market increased 43 percent in 2009 from the year before, to 86.8 billion yuan. In addition, 142 cinemas were added in major cities in the same year, of which about 80 percent of digital films were shown. Asian countries are also committed to animation production. South Korea has set a target of more than $3.6 billion in gaming exports in 2012. Up to 2012, in addition to the investment of $350 million, it also actively invested in supporting films and so on. In addition, China also focuses on supporting the development of animation industry, and in 2008, the number of production exceeded that of Japan.

Countries are committed to revitalizing the development of film culture industry, leading to the intensification of international competition.

Due to the development of digital networking, the cultural utilization and circulation of the Internet have been expanded rapidly. The global competition around software platforms is intensifying.

Serious online infringement impedes the growth of the industry, for example, mobile ringtone infringement: the number of illegal downloads exceeds the number of genuine downloads.

Japanese animation inserted into national subtitles: Chinese subtitles appeared 24 hours after the broadcast in Japan, and English versions appeared 36 hours later.

Copyright status of TV broadcasting: 692 pirated videos of a particular program that has been broadcast for 6 weeks, with a total of over 1.2 million views. All of Japan's popular shows can be tuned immediately after airing.

After scanning the comics, the lines were translated into various languages. The popular works were released a week later.

The proliferation of devices using illegal game software has caused losses of more than 500 billion yuan.

Cultivate production talents/cultivate planning talents/establish overseas study system, revise producer education course, etc. / dig out young creators and improve the reward system for new employees.

We will expand the introduction of foreign high-level personnel/revise the entry administration system of the ministry of justice for specialized personnel

Production activities, globalization of distribution network/promotion of international co-production, large-scale entry into CG video field/discussion on the construction of portal websites.

Provide necessary funds for overseas forays/create funds for cultural industry overseas expansion/intergovernmental dialogue and fight against piracy/make full use of the Asian cultural industry summit, promote ACTA, etc.

Strengthen international trade fairs, messaging, information collection systems/continue to hold cultural industry festivals, attract more guests and strengthen overseas forays/expansion of overseas information collection bases.

Push forward the reform of domestic industrial structure/strengthen the landing management system, formulate the policy of network link/set up the system of diversified rights handling.

Develop new markets/improve the rules for digitizing books, internationalize them, etc. / develop technical strategic blueprints.

The development of Japan's creative industry is inseparable from the government's strong guidance and enthusiastic support. And the government's support and promotion has become the fundamental guarantee of the healthy and orderly development of the creative industry. China's creative industry is still in its infancy, and it will take a long time before it forms a national competitive advantage. Among them, the government needs to provide sustained support and active attention to the development of cultural and creative industries, and formulate targeted industrial policies and development strategies to guide their sustainable, rapid and healthy development. In the aspect of legal construction, we should constantly improve laws and regulations, attach great importance to the protection of intellectual property rights, and formulate a series of preferential fiscal and tax policies to attract more enterprises to join in creative industries and form the effect of industrial agglomeration. In terms of talent cultivation, the government should be interested in strengthening the cultivation of special creative talents in institutions, using the Internet and other education institutions to conduct professional qualification training for creative workers, and strengthening the exchanges and cooperation with foreign talents.

Money is very important to promote the development of creative industry, at present, China's creative industry investment main body is relatively single, the government needs to change the investment and financing ideas, reduce the barriers to entry the market, further improve the investment environment, improve the enthusiasm of enterprises and private investment in creative industries, actively introduce creative industry investment in the developed countries, achieve the diversification of investment subject. In addition, the government should formulate relevant supporting policies to give appropriate preferential treatment and support to the creative industries in terms of financing, taxation, import and export.

Intellectual property is the core of the creative industry, and protecting intellectual property is the most urgent task to develop the creative industry. The first is to improve the legal system of intellectual property rights. At the same time, a good atmosphere of respect for intellectual property shall be formed in the whole society, personnel training for relevant protection shall be strengthened, and strong measures shall be taken to crack down on infringement, piracy and other behaviors.

China's creative industry is relatively short of talents, and the cultivation of a large number of creative people is the fundamental guarantee for the development of the creative industry. Compared with Japan, China's creative education is relatively backward, and the discipline system is relatively rigid, which restricts the development of creative education. Therefore, China should create a new cultivation mechanism as soon as possible to cultivate mass creative talents. First of all, we should strengthen the quality of education, improve the national awareness of innovation and innovation capacity; Secondly, we should set up a targeted education training institution, establish a sound and mature management training mechanism, and actively train creative industry professionals.

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