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泛娱乐时代的影游联动多维发展模式研究

时间:2018-04-08 14:50:34 编辑:知网查重入口 www.cnkiid.cn

 

中文摘要
随着我国互联网产业的发展,文化产业也受到了深远的影响。文化产业的发展需要互联网为载体,互联网技术的发展又能推动文化产业的发展。文化产业属于朝阳产业,未来的发展前景将会十分广阔。伴随着互联网技术的突飞猛进,文化产业的发展模式一定会有所变化,在影视和娱乐游戏相互交融的背景下,电影产业和游戏产业涌现出越来越多的合作案例,虽然我国“影游联动”的发展模式刚刚起步,但是已经取得了一定的成果,很多通过电影改编的网络游戏收到了玩家的青睐,成为火热一时的经典之作。同样的这种情况也体现在电影行业,结合网络游戏元素而创作的电影也受到了广大观众的喜爱。可以说电影行业与网络游戏产业的发展具有很大的互补性,游戏产业的娱乐性较强,能够吸引玩家长时间关注。而电影行业的传播性较强,能够为大众所熟悉,如果能够利用好二者各自的优势,推动联动发展,未来将会是一种新的经济增长点。虽然目前我国二者发展模式还不是很成熟,有待进一步的开发和利用。
因此,本文从“泛娱乐化”的背景出发,首先阐述了泛娱乐化的基本概念和内容,通过对当前我国电影市场和游戏市场相交融的多维发展模式现状与三大经典案例的剖析,分影视内容与技术、传播方式、文化印象三个方面指出了国内影游联动发展模式存在的困境和局限性。最后以影视传播的功能和意义为基本落脚点,从内容品牌化、资源多元化、利润最大化和发展价值化四个角度出发,对“影游联动”未来的多维发展模式进一步提出了具体化的建议与展望。
 
 
 
 
 
 
 



With the development of Internet industry in China, the cultural industry has also been deeply affected. The development of the cultural industry needs the Internet as the carrier, while the development of Internet technology can promote the development of the cultural industry. The cultural industry belongs to the sunrise industry and will have a bright future in the future. Along with the rapid development of Internet technology, the cultural industry development mode must be changed, blending in the film and entertainment games under the background of the film industry and the gaming industry with more and more cases of cooperation, although the development mode of China's film & game linkage has just started, it has achieved certain results. Many harested favor from the gane players through movie adaptation of the network games and become hot classics. Similarly, this situation is also reflected in the film industry, combined with elements of online games created by films which have also been popular with the audience. It can be said that the film industry and the development of online game industry have great complementarity. The game industry is more entertaining and can attract players attention for a long time. The spread of the film industry is strong and can be familiar to the public. Therefore if you can make good use of the advantages of each of the two, and promote joint development, the future will be a new economic growth point. Although the modal of these two parties in our country hasnt developed to a mature degree, it needs further development and utilization.
Therefore, this paper discusses the entertainment background, firstly expounding the basic concept and content of Pan entertainment, through an analysis of the development of the current situation of China's film market and the gaming market and putting forward suggestions for future vision for the multi - dimensional development model of "Film and Game Linkage", which is based on the function and significance of the film and televsion transmission.
 
Key words: Pan Entertainment; Film and television industry; Game industry; Film and Game Linkage


1绪论
1.1研究背景及意义
1.1.1研究背景
作为社会主义的发展中国家,我们目前的头等大事就是发展,这是作为第一要务必须要完成好的硬性指标。不可否认,在改革开放的东风下,迎来了成绩卓越的三十年辉煌,也为我国的各项事业发展带来了新的生机和动机,特别是在经济、文化、生活品质等方面都是功不可没。特别是近些年的社会反馈和表现,由电影改编的游戏大受欢迎,还有反其道而行之的游戏改编电影也颇受青睐,得到大众的喜爱和认可。传统电影在新的社会模式下,发展空间进一步扩大,走出了自己的新路子。随着IP多维联动的模式日趋成熟,多屏娱乐,正成为内容消费的新模式。在地铁、公交车上,年轻的“网生一代”举着大屏手机带着耳机观剧已经成为一种社会现象。据国内最著名的影视行业咨询机构艺恩咨询日前发布的《影视2.0时代内容产业趋势洞察》报告显示,九成以上95后选择手机作为观看视频的必备神器。自2013年起,屏端迁移呈现里程碑式地跨越攀升,2016年排名前五的连续剧在移动端的观剧占比近八成。与此同时,年轻网生代正成为主力军。截至2016年6月,中国网络视频用户规模达5.14亿,在年龄结构上,29岁以下的网络视频用户占57.4%。

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