, China's animation and game industry is in a period of strategic opportunities. So how to encourage independent intellectual property rights of domestic original, healthy and progressive animation and game products dominate the market for the public, especially minors, to create a good cultural environment, from the child perspective, this is a project of hope; from the social perspective, this is a popular project.
Today,
Also known as experiential training, animation and game industry in China is in a period of strategic opportunities, but also prominent contradictions. On the one hand, as a new media animation game, you can load bad information, you can also load the contents of healthy and positive thinking. It should be noted, animation and game industry itself has induced a variety of problems and the development of the social problem is the problem, should be used to accelerate the development of methods to address them; on the other hand we should be based on reality, long-term perspective, it is necessary to give full attention active role in the game and animation industry value, the animation and game industry as the information industry and cultural industry is an important pillar industry or even the leading industry to develop, meet and guide the public, especially minors, the reasonable requirements, but also a clear understanding of animation and game market, the current serious problems, improve the management structure, improve the legislative level, and actively take decisive measures to strengthen supervision, for the general public, especially minors, to create a good cultural environment.
made with Chinese road to mainstream though
original products from the market point of view though, China is a big country game animation, but the original operating capacity of weak and strong markets in sharp between contrast, weak industrial base and huge market space for a stark contrast between. Cultural level or in terms of economic interests, China's development of original animation and game is of great urgency. Although the strength of domestic original catch up, in the number of products already occupy half, but imports still account for most of the market share of domestic animation-based game development in the early stages of learning to imitate. Should address the gap, determined to improve himself, mining local cultural resources, to play a dominant local operations, and promote China's animation and game industry from the introduction of agent-based oriented toward self-development, mainly from the study and imitation of the original oriented towards independence, and constantly consolidate and expand the national animation and game products in the domestic market share, and then actively open up foreign markets in the world to win a place on the gaming market.
the direction of our efforts should be to encourage the original product development operations, for 3 to 5 years, trying to make both independent values, intellectual property rights have made the original, healthy products account for animation game leading position in the domestic market. To optimize the product structure, improving cultural taste, try to make the content of healthy, colorful animation and game products in the form living in the mainstream of Chinese animation game market. At the same time, actively promote the domestic original animation games into the international market, expanding the international market share, out of an animation and game industry in China and healthy development of the road.
high-end talent training base construction industry is the key national construction
Animation Game Industry to build a support system for animation and game industry, select a number of large and medium cities, relying on high-tech park and the electronic information industry Park, together universities, research institutes and enterprises, integrating elements of various industries and resources, build national animation Game Industry, active product development, industry incubation, personnel training and international cooperation, making animation and game industry in China incubator. At the same time, improve economic policy and increase efforts to support industrial innovation, the animation and game products as software products include electronic information industry development fund to support the scope and increase support for the original product. According to the
animation and game industry is not currently a lack of general technical and general talent, but the lack of high-end technology and high-end talent. The need to strengthen high-end high-end technology development and personnel training for the industry to provide strong technical support for the revitalization and personnel support. R & D priority animation and game development core technology and general technology, accelerate the construction of public technology platform, to provide public technical services. Universities and research institutions based on establishment of animation and game industry training system, speed up the training of high-end animation and game industry, technical talent, creative talent and integration of innovative talents and a variety of scarce talents.
animation and game play to foster industrial engine
animation and game industry chain constitute a complete product chain, comics, animation and game products constitute a relatively independent and chain of three escalating core product form. If comic books as a starting point, we can say the animation is in motion comics, games are interactive animation. Comic books and periodicals mainly in product form as the carrier, mainly in the form of animated film and television audio and video products as the carrier, mainly in the form of games and software for the integrated circuit carrier to form a relatively independent and mutually reinforcing industrial clusters. At the same time, animation and game products created from the production, dissemination of sales to Internet cafes, cinemas and theme parks such as Terminal Services places, but also constitute a complete industrial chain. The image of the animation game has the same value of the trademark brand products, once licensed, can enhance the food, clothing, stationery,
Cenospheres, toys and many other products in the market value, thereby promoting the development of peripheral industries. Animation and game should give full play the leading role as the engine industry, integrated development animation game derivative products, promote the animation industry around the game and build a complete and powerful animation and game industry system.
should rely on existing leading enterprises, large enterprises play a leading and exemplary role in enhancing the industry overall strength and international competitiveness. Animation and game from our existing small and medium enterprises to the current situation of the main efforts to create a fertile ground for growth of SMEs, support the development of SMEs, and create effective competition and dynamic market environment. Actively foster a number of strong capability of independent innovation capabilities and market operations of the animation game development and operation of enterprises, create and produce a number of times reflect the direction of the national spirit and quality of national animation game, create a number of styles and international influences with Chinese-made animation game brand, build a relatively complete industrial chain and the animation and game industries, and gradually form a relatively complete industrial system, structure and layout is becoming more rational, the overall level of advanced technology, strong industry pattern of innovation capacity, upgrade the industry, to improve the image of the industry, promote a cartoon game industries as the Internet culture industry has become a new force of China's cultural industry has become a new economic growth point.
enhance protection of intellectual property to strengthen industry self-consciousness
animation and game management, content management should be strengthened first. Imported products should be established animation and game content review system, crack down on illegal business. The most prominent animation and game content issues, most concern is the excessive violence. Thoughts on the animation and game content and rules of the game must be more stringent requirements, standards must be more rigorous in order to guide users to the correct choice, the rational use, to minimize the negative effects of animation game.
current of piracy has evolved into an illegal underground industry, and even to systematic, large-scale trends, animation and game damage to the legitimate business
units and the interests of users has become plagued the development of animation and game industry, an important issue. Must increase efforts to crack down on piracy violations, safeguarding market order and protect the animation and game management units and the user's legal rights.
minor problem is that the healthy development of animation and game industry, first of all need to address the urgent need to address the first issue, to meet the reasonable needs and guide young people, and create a cultural environment and optimize the network has always attached great importance to us, pay close attention to the first responsibility.
the face of increasingly strong social concern, the industry should not only have a high sense of mission to enhance the industry self-consciousness of the times, and constantly enhance the original capacity, but also a strong sense of social responsibility to promote industry self-awareness, continuous improvement of industry image to win the general social recognition and their social status.
animation game is the pride of the era of digital entertainment. Animation and game industry is not only a high-growth industries, and is a high-externality industries, its economic and social externalities the external effects are very significant, but we also want to see it become a high-quality industrial and high-quality industry.
animation game issues raised by the issue of the times, you need the relevant departments, animation and game companies and the community to face, be addressed together to form a government, industry self-regulation, social supervision, the overall enterprise management according to law monitoring system to ensure sustained, rapid and animation and game industry, the healthy and orderly development.
Second, history and current situation of Chinese animation industry
(Chinese Artist Network)
In fact, the Chinese animation has come a very long time, happens to be 2006 China's first cartoon was born 80 years, was in Shanghai, the Wan Brothers made a film called
40s of last century, they produced an animated history of Asian cinema feature film called These show that China's start in the animation industry is still quite early.
start
northeast after liberation, the government took over Manchuria at the time the film studios, is now the predecessor of the Changchun Film Studio. Since then, new Chinese art can be the beginning of a movie. Before the liberation of the Chinese animation industry is starting from Shanghai, the founding of new China is starting from the northeast.
1956, a group of Northeast Animation Film Studio was ordered to Shanghai to set up the backbone of the Shanghai Animation Film Studio. In 1957, China has finally established a very sound, professional animation studios - Shanghai Animation Film Studio.
until the end of the Cultural Revolution, and even I can say that 90 years ago, China's animation industry and the market are out of touch, complete the planned economy: the country that only a professional animator factory - Shanghai Fine Arts Film studios (U.S. Film Studio). There were two forms, a long films such as
change
but 80 years later, great changes have taken place, particularly the reform and opening up. The rapid development of the television industry, many domestic cartoons began to TV stations.
fact, already have a TV animation abroad, this is not a set of animation, but the continuity of a make is a unit. The state before the United States each year playing animated film factory length 300 ~ 400 minutes and 300 minutes, equivalent to more than a dozen to two dozen sets set the length of the demand for television is not enough. Therefore, gradually allowed some foreign animated film into China. By the first
animated series concept of China as the U.S. shadow factory Produced another shot back,
so in 80 years after the one hand, introduce more foreign cartoons. On the other hand started to affect plant than outside the United States began to pay attention for this type of television animation, and to start the production of animation, some animation production companies are slowly born.
TV are investors, responsible for determining the script and production companies looking to create animation. Another phenomenon is the animation of the processing industry began to appear. Worldwide, due to rapid increase in demand for TV cartoons from the United States began to cause the production costs of 70 began to rise, need to find lower cost production areas, so to find the Japanese, so that Japanese animation is coming from the United States by The.
Japan and the United States started with his own cartoon later, with its deep original comic skills to make their own ethnic characteristics. Processing to help the United States from their slowly formed a unique style. When we see the animation in Japan and the United States will find significant differences, one difference is that American cartoons are particular about the fluency of movement. Well, a lot of animation is technically required number of sheets to complete. For example, 10 minutes, he wants to 8000-10000. Number of sheets of the more refined the more action, the higher the cost. The picture of Japanese animation still more, more beautiful, but very little action, Japan, at least 20 minutes of animation, only 1500, many significant differences. Taiwan
later became a very important base. Taiwan's Acer wide early 70s of last century was the largest animation processing base in Asia. Wang Film Company more than 1,000 people have visited this scale. Then contract the United States a considerable number of important customer of manufacture. Before the United States in South Korea also found it to be the processing point. 80 in the last century this process will be transferred to China, began here in Shenzhen, a lot of animation factory. But this is not the production of intellectual property rights, there is no brand in China is only a part of.
China has gone from a planned economy to a market economy, a transition, animation industry has been a huge challenge. 90 Chinese films of the last century experienced a major reform: on the one hand the introduction of foreign movies in the beginning. On the other hand is the reform of institutional sales, production is completed before the approval from the sale of only the Chinese film company to a port. All domestic and foreign film distribution by the Central Motion Picture Company to do. The price is not determined according to the market at the box office, but state regulations. The true sense of the film studios are not a business but a simple studio, has been decided from the start making sales. Good and bad film making and selling nothing.
Status
1993 years later, the Chinese animation market opening, the state is no longer limited production but also abolished the government acquisition. This also makes the domestic animation industry began to be challenged from two sides, one is to enter the Chinese market, foreign animation no longer subject to restrictions, but China's low production animation, original works only under a planned economy to adapt to do video, a large number of market demand can not be met. But the United States of Japanese animation industry for 20 years to mature than China, the numbers are many, in sharp contrast with the domestic Chinese animation industry has shown a distinct disadvantage. On the other hand domestic sales is also no real market, TV stations are a monopoly, selling only a price. Faced with such a huge consumption potential, unilaterally and without the formation of a domestic market, this weakness has also led to a considerable part of the brain drain the area of manufacture.
a sense, a planned economy to a market economy in the past 10 years is also the Chinese animation market for 10 years.
Chinese animation industry in the past 10 years many changes have taken place, first production and the number of employees expanded to production time, for example, from the original 300 minutes to 40,000 minutes last year, it is understood currently only apply in the SARFT animation project has reached as many as seven or one hundred thousand minutes.
animation industry is now the country with hundreds of companies involved, the production of hundreds of large companies, small to a dozen of the studio team. Another addition to the relevant administrative departments have gradually introduced a number of support policies in addition to local government for the past two years as the representative of the animation industry also has a certain culture of support, including Beijing, Shanghai, Zhejiang, Jiangsu and Shenzhen. There is also a sign
opening animation is now the country more than 200 professional colleges and universities, more than 20,000 students enrolled.
new version now called the cartoon, is the animation and comics-related content of these two combined to cover at least the animation, comics and game three. This concept formed in the country in nearly two years, but the real original too little, although there are official statistics, the number reached 40,000 minutes, but the real impact of the works a little, and that our original capacity is relatively weak. In addition, China's animation industry has not formed a complete industrial chain.
the original, lack of influential works. So the producers and investors are very cautious investment in the industry, although all know that this is a potential market, but the lack of mature profit model. On the other hand animation industry chain is relatively long, are long-term investment, from investment to the recovery requires a relatively long period, it is still very lacking in terms of capital.
Third, the Japanese animation industry Quest
famous Japanese animation master Hayao Miyazaki Museum of Contemporary Art in Tokyo has recently launched a three-dimensional work style cartoon show. Hayao Miyazaki was born in the hands of cartoon characters were made into 2 m to 6 m high model, Hayao Miyazaki's new work - This film makes Japanese animation Hayao Miyazaki even stole the show. In the fifty-second session of the Berlin Film Festival, Reputation and interests are often co-exist, in 2001, Japanese film videos and CD-ROM issued by the annual income of 780 billion yen,
popular Japanese animation world has been able to obtain significant economic benefits, the biggest secret is animation of According to statistics, in 2002, cartoons in theaters, television, video sales and rental-related income 1,500 billion yen, not including its income in foreign countries, while in 2002 the whole issue of the Japanese film industry annual income of less than 2,000 billion yen. The image of the cartoon character doll made and decorated with cartoon images of the goods (hereinafter referred to as If the broadcast animation, animation work release is the first use of the words, cartoon animation goods belong to the secondary use of the animation really into the down. 1979 animated robot broadcast Japan's largest toy maker Bandai Group's total sales in 2001 to 118.4 billion yen, accounting for robot toys, share of 200 billion yen. In addition to merchandise cartoon, cartoons also relates to film, television, music, publishing, and theme parks, Web resources, etc., works, goods, services a multitude of things,
coach sunglasses store, which are attached to other markets around the animation boom, anti- will in turn increase the popularity of animation itself.
creativity can be said that the success of Japanese animation is an important factor. Toei Animation Toei Group is the first attempt to animation to the international company. President of a large Chuanbo that the internationalization of Japanese non-export of Japanese film a major drawback, but the movie has a light weight performance characteristics of language, easy to understand. In addition, the animated film is a piece of the picture, any subject is free to use. In the cartoons, not just in Japan, any place can become the stage, all characters can be a hero. Utilize the inherent characteristics of the animation --- China's cartoon had had a glorious history, the 60s of last century's But 80 years after entering, the rapid rise of Japanese comics. Now open the Chinese television, animation time almost entirely dominated by Japanese and American cartoons, cartoon made only 15% of the total broadcast cartoons. Japanese animation feature is most strongly individual characters, or highly exaggerated, full of comedy, or strange, full of mystery. Increasing funding for the animation, Japanese animation produced outside of this part are mostly finished. China's cartoon is not the less competent, the key is the lack of creativity, imagination and personality.
cultural management consciousness is the Japanese animation industry, another element of success. Animation has a unique international influence, although the Japanese animation started later than China, but the beginning of the Japanese government put the cartoons as an important export industries, but also put it as a form of culture to develop independent . Financial support does not say that the organization has to help. May 2002, by the Ministry of Economy as a backup, self-organization Years of operation has been deeply rooted among the Japanese culture, animation, animation clubs everywhere. In the eyes of some people, the Japanese seem to put anything particularly seriously, children, flower arranging, tea, writing, swordsmanship and can be regarded as We have to admit that the cartoon on the
Fourth, the creative challenge of the animation industry
(Chinese Artist Network)
animation, the term seems to belong to children of the world, has become in many countries and regions in the pursuit of economic development and competitiveness of the hottest industries. Animation driven economic development potential of leisure and entertainment, is lively and jumping in the world of creative corner.
Media Development Authority to promote the local animation production, with an animation company recently signed a cooperation memorandum, a joint venture 18 million yuan, making seven in the animated 3 years. This is a council of local media companies, has signed with the largest amount of investment cooperation projects. American Lucas film company in China earlier announced the establishment of the digital animation studio, will focus on digital animation movies, computer design, game development in these three areas. Several local animation company also announced ambitions to create an international market as the goal of animation. Plus, held last month in the local
prospects for animation industry in the world much good. To Hollywood as an example, among those big-budget movies in fact has no strict definition of the so-called traditional movie, largely a mix of different levels of animation and special effects, so the video entertainment industry, animation became the most potential sectors . According to statistics, the global computer animation in 2002 worth 27.1 billion, is expected by 2008 to 330 billion U.S. dollars.
generous considerations in the economy and want to catch a movie ride not only in Singapore, in Asia, in addition to lead, has always been a hero of Japanese animation in Asia and now China, Taiwan, Hong Kong, South Korea, Philippines, Thailand, India,
abercrombie fitch shop Inquiry about raubasine [In, cut it in grab a piece of cake, while supporting the local animation industry, the other mature markets in Europe and America for investment and technology transfer.
seems, this creative industry skirmish is in the ascendant. Some industry insiders say the many production companies in the region have produced animated film special effects or provide services, when it will occur, Singapore's animation industry must seriously look at this competition.
as a member of the creative industries, animation industry, but also culture, technology and business combination, are indispensable. From its body, we can see the development of creative industries have to face the challenges.
when the cultural, technological and commercial boundaries become increasingly blurred, we should not equate them, and must balance these three areas and in-depth development of their own in order to nurture stirring good product. Unified business requirements, standards, stereotypes, is consistent with the production rule; technological breakthroughs must be pursued, then the pursuit of individual unique culture and the arts, the three want to live under one roof, the house of the space must be larger and more flexible.
readers of science fiction in the minds of a text to construct a world of the imagination, animation of the retina in the audience have to show like a real existence, the two are different, but after all, who can create almost like genuine The beautiful world, the reader will be able to seize the audience's eye and behind the business.
commercial creative industries, such as the hard fact is the technology industry in the emotional highlight the humanities to In these, the transfer of technology appears to be relatively easy to immediate, tackling the market by big companies can also be obtained to join. In contrast, human creativity is the growing number of experiences, the sum of thought and freedom, we must step by step operation and accumulate.