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Symbol In The Digital Entertainment Industry Production And Consumption

Posted on:2008-08-25Degree:MasterType:Thesis
Country:ChinaCandidate:P P GuanFull Text:PDF
GTID:2199360272995028Subject:Communication
Abstract/Summary:PDF Full Text Request
With the logical starting of the symbol, the paper uses the Graemes' Structuralism Lineup and other tools for the first time to analysis successive cartoon image and plot, from the different angles to penetrate the consumption core, post the inner mechanism and uncover the 'Consumption Black Box' of digital entertainment products. From the contrastive analysis, the paper has found out that all animated cartoon characters have a complete four-dimensional matrix, with full four-dimensional sense. The plots are the combination and transformation of narrative symbols. The main problem of digital entertainment industry in China is the lack of symbol producing. The reason is that employees don't know the rules of the symbol producing and consumption very well. The production of new works is too random to have the necessary market research, and deeply understand the consumers' characteristics. The paper is divided into four parts.The first part is a preface which is posing questions and inducing the research background, methods, motivation and purpose.In the part two, there are two chapters. In the first one, the author summarizes academic achievements and the flaws of digital entertainment industry. The second chapter starts with the concept of digital entertainment industry, and discusses the different characteristics from other industries in order to find the start of the research of animation and online games' consumption.In the third part, the paper uses animation and online games as the representative to analyze consumer behavior with the Graemes' Structuralism Lineup and the consumer survey. From the difference between China and other countries, it intends to find the deficiency in the industry of our country.The forth part is conclusions and suggestions. It gives some suggestions to China's digital entertainment industry.
Keywords/Search Tags:Digital Entertainment Industry, Consumption, Cartoon, Online Games, Graemes' Structuralism Lineup
PDF Full Text Request
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