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Development Of Foreign Creative Products Trade And Its Reference For China

Posted on:2009-12-24Degree:MasterType:Thesis
Country:ChinaCandidate:L X YangFull Text:PDF
GTID:2189360242982743Subject:International Trade
Abstract/Summary:PDF Full Text Request
After bidding a farewell to the industrial age, the global economy has entered a background which views knowledge as a core competitiveness. Relying on natural resources and manual rather than intellectual input to pursuit economic growth is a significant difference between the lagging behind even less developed countries and the developed countries. About 5 to 6 years ago, there are few countries in the world can soberly aware that, in this contemporary information society, a country's economic and social fate can be so closely linked even depended on the cultural resources and creative forms of cultural products capacity. But today, the global practice of creative industries has become indisputable facts and trend. Throughout the world, many creative products and services trade in developed countries has attracted the attention of the world, which has created a huge wave of the creative economy.Creative industries in a short span of 10 years, has experienced from the integration of a new term to putting into practice, the rapid spread from the developed to developing countries. Creative industries and creative products trade has made great contribution on promoting economic growth of countries and regions, compensating for the deficit, increasing employment, and other aspects. Currently, the creative industries has become the second largest industry in the United Kingdom, in 2005, the Gross Value Added (GVA) of the creative industries in the United Kingdom reached 60.8 billion pounds, up 2 percent, account for 7.3 percent of the total GVA. From 1997 to 2005, the annual growth rate has achieved five percent, significantly higher than the 3% average annual economic growth rate. Copyright industry has become the No. 1 export items in the United States. In 2005, the value-added of the core copyright industries reached 819.06 billion US dollars, accounting for about 6.6 percent of GDP of the United States; the whole copyright industries in United States accounted for about 11.2 percent of GDP of the United States, to 1.38813 trillion US dollars. From 2002 to 2005, the copyright industries in the United States has achieved an annual growth rate of 7.66 percent, much higher than 3.48 percent—the GDP growth rate during the same period. Japan's 2000 income from movies and music are listed second in the world, electronic games software is the highest in the world, the total income from the cartoon and related products that Japan sold to the United States in 2003 was 4.359 billion US dollars, four times the total income from its exports of steel products to the United States. Since 1999, the industries including radio, television, cartoon art, computer games, video films, comic animation, audio, recording an average annual growth rate of more than 30% in Korea. In 2004, Korean's cultural products exports had indirect effects of 4.1 billion US dollars on other manufacturing industries, service industries, the yield added value, and create jobs.From China's reform and opening up, especially since the beginning of the 21st century, the foreign trade flourished, International trade in 2004 grow to 1.15 trillion US dollars—the largest three in the world, the scale of China's foreign trade in 2006 reached 1.76 trillion US dollars. However, the development of creative products trade lags far behind our country's overall foreign trade increase. The countries creative products trade deficit between China and Britain and United States are as much as 5 to 10 times. So facing the deficit of our creative products trade, developing China's creative industries, enhancing the image of our country is becoming the most important task currently.This paper is mainly divided into four sections to analyze:The first part firstly analyzes the basis of creative products trade—the connotation of the concept of creative industries, its features and its main development in the creative industries developed countries. Creative industries is a industry which derived from individual creativity, skill and talent, through the development and use of intellectual property rights, with the creation of wealth and the potential of employment, including advertising, architecture, art and antiquities trade, crafts, design, fashion, film , interactive leisure software, music, performing arts, publishing, software, as well as television, radio, and many other sectors. As newly emerging industries, creative industries have distinctive characteristic such as innovation, intellectual property rights, industrial relevance and high-risk. In addition, this part analysis the four rapid developed countries: Britain, the United States, Japan and Korea through charts by using the latest data.The second part firstly defined the concept of the creative products. They treat culture, creativity as the core, use knowledge and technology, are creative inspiration in the performance of specific industries materialized, are the combination of new technology and media products, to achieve mass production and set off a global movement of goods and competition; while the traditional crafts or creative product design, may be a small amount of manual products, they have all appeared the characteristics of intelligent, characteristics, personality and art. The value is not limited to the value of the product itself, but also because they have the added value which derivatives. In addition, this section analyzed the size, structure and characteristics of foreign creative products trade by using the latest data, taking the major trading nations—the United Kingdom and the United States for an example.In the third part, on the basis of analyzing the creative industries and creative products trade, further discuss the relation between a country's creative products trade and the country's economic growth through econometric model, taking the copyright industries'import and export data in the United States for an example, in order to prove the importance which the creative products trade has on a country's economic growth even the development of this country from the mathematical analysis. Co integration analysis and the Granger causality test show that both the short-term and the long-term, the United States copyright trade has played a positive role to the United States economic growth in the phase, the expansion of exports is an effective way to promote economic growth, at the same time we have to retain the balance between imports and exports, because the imports flexibility on economic growth remained high. But economic growth has not been achieved the economies of scale on the export and import growth, that is, the promotion of economic growth has not yet made a contribution to the development of copyright trade.The fourth part mainly focuses on the development of the creative products the trade and creative industries in our country. After that this section identifies the existence of trade issues, which include long-term trade deficit of creative products, smaller share of creative products trade in the world market, the imbalance of creative products trade'structure , lack of a creative brand name products. And this part proposed measures to develop China's creative products trade and creative industries in according to United States and British's experience: nurturing creative industries as pillar industries, increasing funding, strengthening the protection of intellectual property rights, Attaching importance to the training of talented people, seizing the opportunity of Beijing Olympic to play demonstration effect, so the major cities can rapidly develop the creative industries, in order to let our country stand up on the creative industries wave in the world.
Keywords/Search Tags:Creative industries, Creative products trade, Empirical analysis, Reference
PDF Full Text Request
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