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Application And Popularization Research Of Crowdfunding In Cultural Industry

Posted on:2016-06-17Degree:MasterType:Thesis
Country:ChinaCandidate:L DaiFull Text:PDF
GTID:2295330473957709Subject:Accounting
Abstract/Summary:PDF Full Text Request
Currently, the state attaches great importance to the development of cultural industry, and has introduced a number of policies to support the development of it. In the process of development of cultural industry, small and micro businesses are the main force. However, there is a long standing problem -"financing difficult" in the development of small and micro cultural enterprises. For them, "light assets", such as intellectual property rights, are the most important things. Due to the lack of necessary pledge collateral, they are difficult to obtain loans from the traditional financial institutions such as banks. The shortage of funds restricts the development of them, even hinders the development of whole cultural industry in a certain extent. Crowdfunding as a new internet financing mode broke constraints of traditional financing modes and has played a positive role in solving the financing difficult problem which bothered small and micro cultural enterprises. This article makes animation industry and game industry examples, to study the application and popularization of crowdfunding in culture industry.Paper using specification analysis and case analysis phase combines of method, in on articles of topics background, and research meaning, and at this stage of related theory research results and all crowdfunding theory based and basic concept for described.of based Shang, to Anime industry all crowdfunding of benchmark project--100,000 a cold jokes original anime movie all crowdfunding project for cases, focuses on herd raised platform, and target amount, and funding term, and investment returns, and project propaganda, several aspects analysis project of success application experience, And point out shortcomings of the project in terms of information disclosure. Then on the basis of insufficient experience, a lesson for public financing in the game industry to promote analysis of the feasibility of, and puts forward the promotion strategy, that is the main conclusion of the study.The study mainly has two conclusions:first, from needs, and possibilities and specific practice three a aspects argument has all crowdfunding to game industry promotion of feasibility; second, for game industry proposed has all crowdfunding promotion of specific strategy, including improve project quality, select for of all raised platform, developed meet actual of target amount and reasonable of funding term, set appropriate of investment document bit and has attraction of investment returns, select efficient flexible of propaganda channel, eight a aspects.Innovation of this paper has two main points:firstly, the perspective is unique. This paper positions the research perspective on cultural industries, and in the animation industry and the gaming industry as an example, the study on how to raise financing in the cultural industries promotion, raise fundamental research focused only on different from the past, more attention to levels of, that is how to make better and more effective use of public financing promotes the development of cultural industries. Second, the findings have originality. This paper analyzes the feasibility of public financing in the game industry to promote, and put forward specific promotional strategies, specific promotional strategies is presented through a lot of reading, and made independently on the basis of summarizing the experience of successful projects, thus the original.
Keywords/Search Tags:Crowdfunding, Culture industry, Crowdfunding platform, Animation industry, Game industry
PDF Full Text Request
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