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    Japan Aggregated Multi-Party &Nbsp, And Created Popular Culture.

    2012/3/21 10:52:00 14

    Animation Fashion Fashion


     

    Xiao Chengsen painted


    In 2011, Japan determined six key strategies for the realization of "cultural and artistic creation" in the next 5 years: first, to effectively support cultural and artistic activities; two, to support talents who create and support culture and art; three, to enrich the policy of cultural and artistic revitalization with children and young people as objects, four to inherit cultural and art from the next generation, five to revitalize regional culture and art, to promote tourism and revitalize industries, and six to promote and enrich cultural communication and international cultural exchanges.


    "Cool Japan" -


    A synonym for Japanese culture


    For Japan, "Cool Japan" is an imported word.

    In June 2002, Douglas Mcgre, an American political analyst, published in the "foreign policy" magazine entitled "the total value of Japanese national values". When it comes to measuring the strength of a country, besides the use of GNP, GDP and other economic indicators, another important indicator is the "Gross National Cool".

    This article highly evaluates Japan's international influence in popular culture, such as gastronomy, animation, pop music, fashion, video games, and so on.

    In December 18, 2003, the French Le Monde published an article entitled "cool Japan - Japanese pop culture soft power", pointing out that popular culture has contributed to changing the image of Japan.

    Over time, "cool Japan" is gradually regarded as an evaluation of Japanese pop culture and has become a synonym for Japanese culture.


    The concept of "cool Japan" has been recognized and used by the Japanese authorities.

    In June 8, 2010, Japan announced the establishment of the "cool Japanese room" in the manufacturing industry bureau of the Ministry of economy and industry.

    In June 18th, Japan's "new growth strategy" introduced the "cool Japan" overseas business as a key growth area. It stressed that through the development of program trading, digital pmission, relaxing the regulations of overseas content circulation, preventing piracy and other measures, focusing on private enterprises, expanding the business related to "cool Japan" overseas, and by 2020, the cultural industry achieved a target of 1 trillion yen in Asia.

    From November 2010 to May 2011, about 30 people held the 8 meeting of "cool Japanese officials and people's insight conference" and published the proposal entitled "creation of new Japan" to connect "culture and industry", "Japan and overseas".

    Clearly put forward the six key areas of developing the cultural industry, namely fashion, food, content, regional products, housing and sightseeing.

    Japan has identified the cultural industry as a key area of the new growth strategy and is an important manifestation of industrial pformation.


    The Japanese government's Intellectual Property Strategy Promotion Bureau announced in September 13, 2011 the logo of "cool Japan" project aimed at promoting overseas animation, fashion, catering and other cultural industries.

    The Bureau adopted the works of Misaki Sato, a famous designer, and finalized by Prime Minister Noda Kahiko.

    The design of the logo is the "JAPAN NEXT" that stands up after the East Japan earthquake.


    In fact, the meaning of "cool Japan" and "Japanese cultural industry strategy" is very different.

    The difference is that the former is simpler, more popular and easier.


    In March 2009, the Japanese government published the report on "Japan's brand strategy, making soft power a driving force for economic growth". Its "general theory" said: "animation, comics and fashion in Japan are growing up in the cultural soil of Japan. Although overseas has been well received, the Japanese have not fully realized their potential strength.

    In today's era, intangible assets and national charisma have great influence on global competition.

    It is necessary for Japan to take strong soft power as a driving force for expanding overseas markets and expanding domestic demand, and seriously formulating national strategies.

    For this reason, animation, comics, movies, TV shows, music, games, food, fashion, etc.

    Design

    As a "soft power industry", the other industries will comprehensively promote the revitalization of these industries and overseas expansion.

    "Promoting the" Japanese brand strategy "will expand the overseas export and industrial scale of related industries, and the content industry market will reach 20 trillion yen by 2015.


    The phrase "content industry" is the introduction of English "content" as a Japanese loan word and "industry".

    The relevant government departments define "content" as "information products that are composed of animation, static pictures, voice, words, procedures and other performance elements" which are circulated in various media, such as images, music, games, books and so on. The definition of "content industry" is to "assume the general name of production, circulation industry such as image, music, games, books," and "use the content of information to produce output value".

    That is to say, the cultural undertakings in charge of the Ministry of culture and science of the Japanese government departments, and the content industries that are in charge of the Ministry of economy and industry, differ mainly in their commitment to "output value", that is, economic value.


    Overseas expansion --


    Major development goals of content industry


    The government department responsible for the content industry is the media and content course of the Business Information Policy Bureau of the Ministry of economic and trade province. Ibuki Wise, the head of our newspaper reporter, is also the head of the cultural information related industry.


    Yi Feng told reporters that in 2010, the scale of the Japanese content industry was 12 trillion and 641 billion yen, down 0.8% from last year, of which 3. 11 was the major earthquake.

    There are other factors that affect the scale of the content industry.

    As Japan's population began to decrease in 2006 and its population structure was aging, it was the main product of cartoons and comics.

    consumption

    The number of people under the age of 14 decreased by about 10 million from 1980 to 2005.

    From the perspective of demographic factors, the scale of the content industry has been directly affected. For example, the size of the comic market has shrunk for 9 consecutive years, and the sales volume of comics has decreased by 2/3, or about 1 billion copies in 10 years.


    According to the Ministry of economic and trade analysis, the growth potential of Japan's content industry lies in overseas markets.

    Animation in Japan has become the brand of content industry in the international market, but it has not yet plated into economic interests.

    The overseas export ratio of Japanese content industry is 5%, and the correlation ratio with the United States is 17.8%.

    Home game software accounts for 97% of Japan's content industry's exports, and almost no expansion of other products in the content industry shows that Japan's content industry still has huge potential for growth and growth in overseas markets.

    {page_break}


    In June 2011, the media and content course of the Ministry of Commerce and information policy of the Ministry of industry and Commerce confirmed the direction and Countermeasures for the future development of the content industry in Japan.

    The development target of Japan's content industry is that the market will expand to 15 trillion to 20 trillion yen by 2020, with overseas sales reaching 0.7 to 2 trillion and 300 billion yen, an increase of about 3 times over the same period.

    The overseas sales ratio will increase from 5% to 12%, and the employment in the content industry will increase from 310 thousand to 360 thousand.

    There are three countermeasures, one is to expand the income in overseas market, and the specific measures are to establish "content industry overseas expansion company".

    The two is to open up new domestic markets in Japan. Specific measures include promoting the digitalization of domestic books and promoting the production of 3D images.

    Three, we need to train talents for the content industry, set up an overseas study system for content industry talents, learn international standards such as forensic, accounting and fund-raising related to business content, and train talents for developing overseas markets.


    Inheritance and revitalization --


    Let culture and art stimulate social vitality


    The Ministry of culture and science is a government agency in charge of culture and art in Japan. It is also responsible for education, science and technology, sports and space development.

    The Department of culture under the Ministry of science and culture is specifically responsible for culture and arts, and also in charge of religious affairs, copyright and so on.

    How does Japan develop its culture and art? Kita Okaryo, an official in the official room policy course of the Ministry of culture, said in an interview with reporters that the third basic policy of revitalizing culture and art published in February 2011 has identified six key strategies for the realization of "cultural and artistic creation" in the next 5 years: first, to effectively support cultural and artistic activities; two, to support talents who create and support culture and art; three, to enrich children's and young people's culture and art.

    policy

    The four is to inherit the culture and art from the next generation. The five is to revitalize the regional culture and art to promote tourism and revitalize the industry. Six is to promote and enrich cultural communication and international cultural exchanges.

    The fifth and sixth items in the six key strategies are put forward in keeping with the times.


    When it comes to management, the culture department first attaches great importance to the management and use of the budget.

    The budget of the culture department has increased year by year in the past 20 years, and the budget amount in 2011 is 103 billion 200 million yen.

    The 2/3 of the budget of the culture department is an irreplaceable substitute for the preservation, utilization and inheritance of cultural wealth, such as the restoration and preservation of monasteries, and overseas performances of traditional arts.

    The remaining 1/3 is used for two aspects, internal and external.

    For internal support for cultural and artistic creation and personnel training, for external use to promote cultural and artistic dissemination and international cultural exchanges.


    The speech of Kondo Seiichi, the current culture minister from a diplomat, is a deep thought: Japan's war rises from the ruins, and many data show that Japan is in the forefront of the world.

    But in the developed economies, the suicide rate in Japan is very high, and the survey of happiness is very low.

    Where did this contrast come from? After World War II, Japan focused on economic growth, the value orientation was biased towards material abundance, and education was too simplistic.

    The result is that children do not have access to culture and art. Individual creativity does not have the chance to extend, and there is no opportunity to cooperate with others to overcome difficulties.

    After entering the stage of economic maturity, we can not change the lax economic operation so far. We only focus on catching up with the emerging economies, so we lose confidence and self block, and then fall into the vicious circle of social lack of vitality.

    To get rid of the vicious circle requires many countermeasures. One of the important pillars is to exert the power of culture and art.


    Japanese anime and Chinese culture


    The term "comics" comes from Li Shizhen's Compendium of Materia Medica. It refers to a bird's nickname, which has nothing to do with today's cartoon as one of the painting species.

    In 1771, the Japanese SUZUKI Hsing Xiang, who had read "comic bird" self description and published the comic essay, thanks to the character of "comic bird". 40 years later, the master of the world painting, Ge Zhai Bei Zhai, also published the "North Zhai cartoon".

    But at this time, "comics" still used as adjectives, not specifically referred to as painting forms.

    By 1902, the "cartoon" method appeared in Japan.

    In March 17, 1904, Shanghai's "alarm bell daily" published cartoons on the column of "current affairs comics", the name of "comics" first appeared in Chinese newspapers and periodicals.

    In 1925, the literary weekly marked the two word "comic" below Feng Zikai's painting, which was reproduced.

    Zi Kai comic was published in 1926. Two years later, the comic book weekly published by Shanghai cartoons was also officially published.

    Since then, the name of "cartoon" has been unified and popularized in the society.


    In 60s and 70s twentieth Century, Osamu Tezuka became the iconic figure of Japanese animation industry, and was hailed as "the father of Japanese animation".

    Osamu Tezuka once recalled: "in 1941, when I was thirteen or four years old, I was lucky to see Mr. Wan Lai Ming impressed with his cartoon," Princess of iron fans ", which was adapted from journey to the West.

    At that time, I think this is the work of our Asians.

    At that time, there were also American cartoons, though interesting, but because of the different national characteristics, there were always some difficult parts to understand.

    Chinese animated cartoons are just like animated films produced by neighbors.

    The number of spectators is the first time in Japan.

    This is the first reason why I want to be an anime.


    Cartoons and comics occupy a central position in the Japanese cultural industry, and are also symbols of Japan's "soft power".

    For many young people in the world, speaking of Japan will first think of animated characters such as Astro Boy, robot cat Dora A dream, crayon little new, detective Conan and so on.


    The animated cartoon astro boy is the first step in the real sense of Japanese domestic TV animation series. It has been broadcast on Fuji TV for 4 years since 1963, achieving the national average of 30% of the audience's ratings. This is Japan's first weekly animated cartoon.

    Japanese animation was first exported to foreign countries in the 60s of last century, when European and American countries bought Japanese animated cartoons to fill children's programs.

    The unique charm of Japanese cartoons has gradually conquered audiences in many countries. Hayao Miyazaki's "thousand and one go" launched in 2001 included many international film awards such as the Berlin International Film Festival Golden Bear Award and Oscar long animated film award.

    According to the statistics of the Ministry of economy and industry of Japan, about 60% of the animated cartoons shown in the world are made in Japan.

    Japan's Trade Promotion Agency statistics show that in 2003, Japan sold

    U.S.A

    The total revenue of cartoons and related products is US $4 billion 359 million, which is 4 times that of Japan's steel products exported to the United States in the same year.


    There are mainly two kinds of animated cartoons in Japan: one is theater screening, the other two is television broadcasting.

    In recent years, the Internet and mobile phones have also become the market for animated cartoon competition.

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