数字娱乐产业中的符号生产与消费
发布时间:2018-10-21 13:16
【摘要】: 本文以“符号”为产业消费分析的逻辑起点,首次运用“格雷马斯方阵”,结合其他相关理论工具,分析国内外成功的动漫形象和动漫作品情节,以不同的视角透视数字娱乐产业消费内核,揭示数字娱乐产品的消费行为发生的内在机制,从而揭开数字娱乐产品的“消费黑箱”。通过这种对比分析,发现所有成功的动漫人物身上都存在一个完整地四维方阵,具备丰满的四维意义,情节则表观为叙事符号的组合与变换。而符号生产上的不足是我国数字娱乐产业存在的主要问题,归根到底还是因为我国数字娱乐产业的从业人员对于数字娱乐的“符号生产”和“符号消费”的本质认识不足,新作品的出炉过于随意,没有经过必要的前期市场调查,对受众的偏好特点没有深入的了解和分析。 本文主要分为四部分: 第一部分为绪论,提出问题,简要论述了本文的研究背景、方法、动机和目标。第二部分共有两章,第一章总结现阶段数字娱乐产业的研究现状,提出研究中存在的不足。第二章则从定义数字娱乐产业入手,探讨该产业的消费行为所具有的不同于其他产业的特点,为后面研究动漫和网络游戏消费行为寻找研究起点。第三部分以动漫和网络游戏为代表,运用格雷马斯方阵及其他理论工具,并结合实际消费者调查和企业访谈,对消费行为进行分析。对比国内外作品的特点,寻找我国国产动漫和网络游戏存在的问题。第四部分结论和对策。总结以上分析结果,提出对我国数字娱乐产业发展的建议。
[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.
【学位授予单位】:浙江大学
【学位级别】:硕士
【学位授予年份】:2007
【分类号】:F49;F719
本文编号: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.
【学位授予单位】:浙江大学
【学位级别】:硕士
【学位授予年份】:2007
【分类号】:F49;F719
【参考文献】
相关期刊论文 前1条
1 李三强;;世界动漫发展史上的“他山之石”[J];中国电视;2006年09期
,本文编号:2285195
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