Animation and creative industries in animation and comics culture analysis of audience interaction
Abstract: the impact of the media audience is huge. Creative animation and cArtoons as a stArting point spread through the formation of animation and creative industries has great potential. CArtoons and comics as a creative two different carriers for the cultivation of interactive audience, this audience interactive training on the development of animation and creative industries have a huge impact.
Keywords: audience; creative industries; animation; comics Animation industry as an important branch of the creative industries in support of national policy, public opinion's attention and discussion in academic circles has become hot, a variety of animation competitions and exhibitions have sprung up, the animation industry, the industrial chain is gradually improving, so hold up this chain of comic audience should be taken seriously enough.
1 creative industries and ACGMN
Innovation is the driving force of human progress, because Innovation, human beings have agriculture and livestock, to protect life, because Innovation, human beings have text and pictures, transmission of civilization. Highly developed modern society, people have a deep understanding of the innovative magic, through tireless exploration, "creative industries" have frequently appeared in the modern field of vision. Creative industries are those from the individual creativity, skill and talent in for the development of dynamic businesses, as well as those through the development of intellectual property can create wealth and employment opportunities of potential activities and creative industries has the advantage of low production costs, output, high efficiency, far-reaching impact because of creativity is abstract, so commercialization of the process need to find the carrier.
Cultural and creative industries is an important branch of the creative industries, as much as the breadth of its products, such as print ads from the goods to all major film and television work have an enormous impact on human life. Cultural and creative industries, the carrier can be summarized as ACGMN, representing the animation, comics , games, movies, novels of animation and cArtoons on the cultural and creative industries have a huge impact.
2 animation and comics
Narrow animation is the "Art form as a character style and shape of the primary means of environmental space, the use of frame-by-shot approach to drawing the characters actions filmed frame by frame, through the formation of a continuous screening of moving images." Scope of today's animation has been expansion, technological advances in the form of animation has undergone enormous changes.
Cartoon refers to the "simple and exaggerated way to describe life and real-time picture." Comics has pamphlets of early multiple and serial divided, for political, Educational, entertainment and other aspects of China's "comic" is the comic one, to join with the lens of language, comic narrative, and expressive power has been a qualitative leap for the commercial development laid the foundation for success.
Dissemination of the history of human language through oral language, sign language and film language. Comics and animation are the development of advanced products of human communication, transmission of the text contains more than comic books is more intuitive, and exaggerated into a bold artistic expression more likely to be acceptance of animation based on the comic book to add a voice, to make up for shortcomings in sound cartoons address the relationship between sound and picture, the images, text and sound to complement each other.
3 animation and audience interaction to develop the creative industries
The audience is a specific sense of the concept of communication, which consists of the original lecture audience, the audience plays the word evolved in the field of mass communication, audience refers to the mass media recipients of information, the most important refers to the three media that newspaper readers, radio listeners and TV viewers.
The success of animation and creative industries is a huge audience-based. Comics and animation is decided between the different audiences differ. Comic lens of language use, text characters dialogue, onomatopoeia use and exaggerated body movements to express the static determine its audience with the lens on the screen, the sound will have strong characters and realistic audio-visual needs, making comics into the audience to the movie audience due to the more animated cartoon has many advantages, such as the consumption needs of the animation block of time and higher the cost of hardware, comic animation portability will lead the audience to comics audiences change. combined with animation and comics in the visual art forms are very common, so the animation and comic audience interaction between the audience into the huge possibilities.
Japanese animation and creative industries as a major power in the audience to develop a mature system on the Japanese manga industry is highly developed, almost all of the animations of the formation to go through comics and comic of the long-term market test the market for comics rating system timeliness strong brutal and the competition and if a comic book products in the market downturn in popularity for several weeks, then it will be suspended for, give the location of the new comics products of this system of survival of the fittest for audience preferences can make timely adjusted so specific to each cartoon products, its fate depends on the audience's attitude only in the weekly comics and pamphlets in the product on time and get through a year or so the reality of the audience to form a good basis for the premise, be possible to enter changes from the comics to animation, so highly mature and competitive industry in the Ebb Tide cartoon animation found good ideas from time to time for each animation to develop a significant number of potential audience. Links to free download http:/ / www.hi138.com
Animation is emerging in China's cultural industry, and its audience compared with the traditional media audience characteristics on the age and career highlights. Age, animation and comic books as children's products have long been positioning, making little contact at this stage of middle-aged Animation With the impact of foreign animation gradually expanded so that China's animation industry's core audience to re-positioning. in groups of children and adolescents curious, to accept new things fast, which is now the animation young important feature of the audience. career, cartoon stable audience mainly constituted by students and young professionals, students and young professionals is a common feature of group, group communication between each individual in the full, excellent animation works as an entertainment tool to easily wave set off in groups and this audience are accepted or accept the system of Education, will grow into the mainstream of society, business potential.
Comics and animation audience interaction to develop mainly into three categories. In comics or animation can be divided into successful completion of the animation from the comic to the audience and the audience into the movie audience into the audience to the comic. The third is in the comics and animation are in the process of making into each other.
Animated "Dora A Dream>> The success of comic animation audience to shift the audience's success stories. Since 1969, comic book <<Dora A Dream>> serial inception, the children brought to the world of unlimited fun. In the different translations of the Asian countries are also revenue Tokyo International Animation Museum, the world's classics in comics In children, after the formation of a stable audience base, in 1979 the first animated version of "Dora A Dream>> come out, the development has its comic impact of the product has been far behind the animation, but in the comics into the audience brought the audience to the animation The audience base has been very strong.
The animation industry chain development of the breadth and depth as a measure of the standard, <<Mobile Suit Gundam "achievements are undeniable. Up series based on 1979 Yoshiyuki Tomino's animated version of the <<Mobile Suit Gundam>> as industry sources, after decades of development, only the comics reached more than 40, but also theater animation, fiction, games, and the model represented by derivatives and other fields and get great commercial success essence, to up series success or a derivative of the animation audience. excellent animation of the audience not only into one direction to the comic, the audience for animation and stable source of good ideas derived from a variety of cultural media to develop a significant number of potential audience.
<<Naruto>> is the current very popular Japanese anime, animation and comics go hand in hand its author Masashi Kishimoto in 1999 <<Young JUMP>> this work on the serialized after the animation industry to Ninjutsu hurricanes blowing, continues today. So far a single volume has reached over half the amount due to the production cycle is short comics, animation production cycle is long, the animation of the broadcast schedule is always set in the comic after more than fifty in the comics and animation the production process, <<Naruto>> very good use of this feature. comic was published, the audience will have a new comic book published out of the comments, in the animated cartoon lag relative to this period of time, animation producers will integrate the audience feedback and the animation process to be improved to better adapt to the audience. <<Naruto>> in the U.S. and European markets in Japan, animation has been ranked second only to " Pearl>>, in Japan in order to bring out lessons cartoon animation products more competitive overseas.'s success with animation animation cartoon industry lags behind the model, the audience will naturally lead to its overseas animation cartoon audience development successful completion of comics and animation for audience interaction to develop.
From the global perspective ACGMN study the cultivation of their respective audiences, cultural and creative industries can be found in the audience have a great intersection. ACGMN innovative carrier in the stability of any audience will be transformed into the audience to other carriers or other vehicle driven by the formation of the audience and interact with training effects, such as <<Paladin>> game players in the game was changed for the television version will be very concerned about the <<Zhu Xian>> fiction readers in the selection of online games to be more willing to try novel adaptation of the same name game. cultural and creative industries in the interaction of different carriers to develop the audience for the industry, offers the possibility to expand the achievements of the creative industry dominance.
4 Conclusion
Today the United States, Japan and South Korea to China a greater impact in the animation industry in ACGMN these carriers have at least one of the three countries is fairly mature. American movie, Japanese manga and Korean game, these mature carrier of the culture of its audience is an important factor in the success of the animation industry.
China's current animation industry, the success of a wide range of learning experiences in various countries, and the success of foreign industrial development model and the combination of China's own characteristics, exploring a path of revitalization of China's animation, but based on the audience, the Chinese animation industry lack of a highly developed culture and stability of the carrier of culture audience. Therefore, the development of animation industry in China can choose the points in line by line method of magnitude, can produce a culture taken of the audience, a solid foundation, every step I believe in the near future, the Chinese audience through interactive animation nurtured a huge industrial chain, positive and healthy development. Links to free download http://www.hi138.com
References
[1] Peng Yan. Cultural and creative industries in the creative mode of spread - the animation industry, for example [D]. PhD thesis, Wuhan University of Technology, 2010, (5.
[2] Wang Ning. The history of foreign animation [M]. Shanghai: People's Fine Arts Publishing House, 2007, (6).
[3] Li Liangrong, News Introduction [M]. Beijing: Higher Education Press, 2006, (12.
[4] Ray Lin. On the domestic animation industry marketing humble opinion [J]. The charm of China, 2010, (12. Links to free download http://www.hi138.com
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