期刊文献+

创意的瓶颈——中国影视动漫产业链问题及对策分析 被引量:4

The Problem and Strategy of Chinese Animation Industrial Train
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摘要 本文主要从经济学角度来考察我国目前影视动漫产业现状,从产业运作背后的资本趋向、利好走向或者盈亏区域形成的深层因由,来分析我国影视动漫产业链所存在的问题,并从未来的产业政策方面提出可行性建议。
作者 陆健
出处 《当代电影》 CSSCI 北大核心 2010年第12期154-156,共3页 Contemporary Cinema
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同被引文献40

  • 1何建平,李蕾蕾.深圳动漫产业发展路径及其本地和外部因素分析[J].当代电影,2005(6):113-117. 被引量:15
  • 2李琦.国产动画如何运用品牌授权走出低谷[J].电视研究,2006(2):51-52. 被引量:2
  • 3徐群晖.生态型动漫产业链模式及其发展策略研究[J].新闻与传播研究,2007,14(4):84-88. 被引量:20
  • 4DE VAAN M, BOSCHMA R, FRENKEN K. Clustering and firm performance in project - based industries : the case of the global video game industry, 1972 - 2007 [ J 1. Journal Of Economic Geography, 2013, 13 (6): 965-991.
  • 5LE P L, MASSE D, PARIS T. Technological change at the heart of the creative process : insights from the videogame industry [ J ]. Inter- national Journal Of Arts Management, 2013, 15 (2) : 45 -59.
  • 6ALLEN J P, KIM J. IT and the video game industry: tensions and mutual shaping [ J ]. Journal Of Information Technology, 2005, 20 (4) : 234 -244.
  • 7WALDNER F, ZSIFKOVITS M, HEIDENBERGER K. Are service - based business models of the video game industry blueprints for the music industry? [ J ]. International Journal of Services, Economics and Management, 2013, 5 (1-2): 5-20.
  • 8GALLAGHER S, PARK S H. Innovation and competition in standard - based industries : a historical analysis of the US home video game market [ J ]. Ieee Transactions on Engineering Management, 2002, 49 (1): 67-82.
  • 9BURGER-HELMCHEN T, COHENDET P. User communities and social software in the video game industry [ J ]. Long Range Plan- ning, 2011, 44 (5-6): 317-343.
  • 10MARCHAND A, HENNIG- THURAU T. Value creation in the video game industry: industry economics, consumer benefits, and research opportunities [ J ]. Journal of Interactive Marketing, 2013, 27 (3): 141-157.

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