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附 录附录A:外文资料翻译原文部分The needs of the development of the Chinese animation Why the development of cultural industries such as animation and game? Who is the model for the development of animation and game industry in China? By following the survey report in Japan and the U.S. can be seen, animation, games and other cultural industries to each country to bring much benefit. Not ugly, social progress, to a certain period of time, the development of cultural industries is inevitable. Japans animation industry can be described as a model, and therefore the reference object and catch up with the target of Chinas animation industry. However, reporters found that a series of data on the Japanese animation industry is also confusing, especially back in five or six years ago, a number of widely cited data today seems very absurd. In many articles in 2006, reporters found that when the output value of the global animation industry between $ 200,000,000,000 to $ 500,000,000,000, the annual output value of Japans animation industry to reach 230 trillion yen, Japans second-pillar industry. According to the 2010 release in Japan this year Japans gross domestic product (GDP) at current prices of479.1791 trillion yen, while Japans economic growth in recent years is not, you can estimate when the Japanese animation industry, the proportion of GDP is likely to exceed 50%! The most popular data is the Japanese animation industry share of GDP over 10%, this estimate, the Japanese anime industry output should be about 48 trillion yen, which is $ 800,000,000,000. Which is basically the global animation industry and its industrial output value of derivatives and the United States topped the list where the shelter? According to the Japan Association of digital content, the White Paper 2004 of the digital animation industry as an important part of Japanese culture and creative industries, the output value in 2004 reached 12.8 trillion yen, accounting for Japans gross domestic product 2.5%, Imaging Products 4.4 trillion yen, 1.7 trillion yen of the music products, books and periodicals published 5.6 trillion yen, 1.1 trillion yen of the game, more than agriculture, forestry, aquatic production value of 10 trillion yen. And communications, information services, printing, advertising, appliances and other aggregate, it is up to the scale of 59 trillion yen. Only in this way the scope of the animation industry generalized, so as to achieve 10% of the proportion of domestic widespread. The integration of information seems relatively reasonable, White Paper on digital content 2004 to data released, with some reference value, that is, Japans animation industrys share of GDP should be between 2-5%. This way, the domestic animation industry is also a lot less pressure, but the runner-up position in the global animation industry, is the total GDP has exceeded Japans, China is still beyond the reach of being the so-called efforts will be necessary. About 20% of GDP of the U.S. cultural industries, especially following a set of data appear most frequently in a variety of articles: 2006 U.S. GDP was $ 13.22 trillion, the cultural industries for the $ 2.64 trillion; cultural products occupy 40% of international market share. The United States controlled 75 percent of global production and production of television programs; the American animation industry output accounted for almost 30% of the global market to reach $ 31 billion; film production in the United States accounted for 6.7 percent of the world, but occupied 50% of the world screening time; In addition, the total size of the sports industry in the United States is about $ 300 000 000 000, accounting for 2.3% of GDP which only NBA a $ 10 billion. However, we can see that this so-called American culture industry output is included, including sports and related industries, its scope is greater than the domestic cultural industry classification. Last article published on the web on the proportion of cultural industry in the United States, the earliest dating back to the Economic Daily News October 27, 2000 published in the Chinese culture, industry, academic Yearbook (1979-2002 Volume) cultural entrepreneurship space is there much . Mentioned According to statistics, 18-25 percent of the U.S. cultural industries accounted for the total GDP, the 400 richest American companies, there are 72 cultural enterprises, the U.S. audio and video have been more than the aerospace industry ranks exports trade first. Since then, the concept of cultural industries in the Research Office of CPC Central Committee from 2002 release of 2001-2002: China Cultural Industry Development Report, the official presentation of its background article is the first official document reference the data. Now, the Economic Daily News, the data from where has been untraceable, however, has passed 10 years, the data are still widely various articles and government documents referenced, just a little floating, such as to 1/3 or dropped to 12%, the value ratio of 72 cultural enterprises in the past 10 years has never been subject to change. At least the data, has 11 years, there is a problem. The definition of cultural industries, the classification system, statistical methods and cultural enterprises related to the composition. Culture Research Center of the Chinese Academy of Social Sciences, deputy director Zhang Xiaoming, in an interview with reporters: to a large extent, todays American culture industry is more from multinational companies to operate these multinational corporations majority of United States as the main body. This seems to be one kind of paradox: American culture industry backed by multinational companies to benefit from all over the world, but the ultimate holding company lies in the hands of the merchants of other countries, although the country is still the biggest beneficiary the United States during the GDP statistics still this part of the cross-cultural enterprises to join them. It is reported that, among the most powerful movie studios of Hollywood, Columbia TriStar is a subsidiary of Sony Corporation of Japan, parent company of Fox (Fox) is Australias News Corporation. Especially in the popular music industry sector, in addition to the WEA, the more money earned in the U.S. market is the Sony of Japan, the Netherlands, Polygram, BMG in Germany, the United Kingdom Thorn EMI companies.China in recent years to increase the development of cultural industries such as animation and game, the seventh international animation festival, the statistics of the number of Chinese animation turnover super-Japan, to become the first in the world. We need more quality to support domestic animation to the world.1 Marilyn Hugh著, Andrea Jane译外文资料翻译中文部分中国动画发展的需求 中国为什么要发展动漫游戏等文化产业?中国发展动漫游戏产业的榜样是谁?通过下面对日本与美国的调查报告可以看出来,动漫游戏等文化产业给每个国家带来了多大的利益。不难看出来,当社会进步到一定的时期,文化产业的发展是必然的。 日本的动漫产业可谓成功的典范,因此也成了中国动漫产业的参考对象和追赶目标。然而记者发现,关于日本动漫产业的一系列数据也是混乱不堪,尤其是追溯到五六年前,一些被广泛引用的数据在今天看来甚为荒谬。如记者在2006年的不少文章中发现,当年“全球动漫产业的产值在2000亿美元到5000亿美元之间,而日本的动漫产业年产值达到230万亿日元,成为日本第二大支柱产业”。根据日本今年发布的2010年日本国内生产总值按当年价格计算为4791791亿日元,而日本近年来经济增长幅度不大,可估算当时日本动漫产业占GDP比重可能超过50%! 而目前最为流行的数据便是“日本动漫产业所占GDP比重超过10%”,以此估算,日本动漫产业产值应约在48万亿日元,也就是8000亿美元。而这已基本是全球动漫产业及其衍生品产业产值之和,这让居于榜首的美国何处容身?根据日本数码内容协会数码内容白皮书2004的统计,以动漫产业为重要组成部分的日本文化创意产业,2004年的产值达到12.8万亿日元,约占日本当年国内生产总值的2.5%,其中影像产品4.4万亿日元,音乐产品1.7万亿日元,图书报刊出版5.6万亿日元,游戏1.1万亿日元,超过了农林水产品产值10万亿日元。如果与相关的通信、信息服务、印刷、广告、家电等合计起来,更是高达59万亿日元的规模。只有这样把动漫产业范畴广义化,方能达到目前国内广泛流传的10%的比例。综合各种资料看来,目前数码内容白皮书2004发布的数据相对比较合理,具有一定参考价值,也就是说,日本的动漫产业所占GDP比例应在2%至5%之间。这样说来,国内动漫产业也少了很多压力,但其在全球动漫产业中的亚军位置,是目前GDP总量已超日本的中国仍难以望其项背的,正所谓尚需努力。美国文化产业的产值约占GDP的20左右,尤其是以下一组数据最频繁的在各种文章中出现:2006年美国的GDP是132200亿美元,文化产业的产值为26400亿美元;美国的文化产品占据着40的国际市场份额。其中美国控制了全球75的电视节目的生产和制作;而美国动画业的产值几乎占据全球市场的30,达到310亿美元;美国的电影产量占全球的6.7,却占领了全球50的放映时间;此外美国的体育产业总规模约为3000亿美元,约占GDP的2.3,其中仅NBA一项就达到了100亿美元。不过也可以看出,这个所谓的美国文化产业产值是包含体育及其相关产业在内
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