請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92913
完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 孔令傑 | zh_TW |
dc.contributor.advisor | Ling-Chieh Kung | en |
dc.contributor.author | 安彦 桐子 | zh_TW |
dc.contributor.author | Kiriko Abiko | en |
dc.date.accessioned | 2024-07-04T16:10:23Z | - |
dc.date.available | 2024-07-05 | - |
dc.date.copyright | 2024-07-04 | - |
dc.date.issued | 2024 | - |
dc.date.submitted | 2024-06-28 | - |
dc.identifier.citation | Ma, L., Qian, C., Liu, Z., & Zhu, Y. (2018). Exploring the Innovation System of the Animation Industry: Case Study of a Chinese Company. p.2. https://doi.org/10.3390/su10093213
The Association of Japanese Animations, (2023). Anime Industry Report 2022 Saputra, D. I. S., Manongga, D., & Hendry, H. (2021). Animation as a Creative Industry: State of The Art. p.8-10. https://doi.org/10.1109/icitisee53823.2021.9655839 Zak, J.P. (2014). Why Your Brain Loves Good Storytelling. Harvard Business Review Fujitsu, R. (2019). The Reasons We Watch Anime: An Assessment of 2010s. Film Art, Inc. (藤津亮太、2019年、ぼくらがアニメを見る理由 2010年代アニメ時評、フィルムアート社) Hikawa, R. (2023). Revolution of Japanese Anime, Kadokawa Corporation. (氷川竜介、2023年、日本アニメの革新、株式会社KADOKAWA) AnyList. (2024). Site Statistics. https://anilist.co/site-stats Kadokawa Corporation. (2016). Anime Marketing White Paper 2017: Persona Analysis Based on Viewer Profiles. (株式会社KADOKAWA、2016年、アニメマーケティング白書2017 視聴者プロファイルから見るペルソナ分析) MyAnimeList. (2024). Beaster’s review. https://myanimelist.net/ Taniguchi, I., & Asou, H. (2020). An illustrated introduction to industry research: A clear explanation of the latest trends and mechanisms of the anime industry (3rd edition). SHUWA SYSTEM CO., LTD.(谷口功・麻生はじめ、2020年、図解入門業界研究 最新アニメ業界の動向とカラクリがよ~くわかる本[第3版]、株式会社秀和システム) Toshio, S. (2023). Studio Ghibli Story. SHUEISHA. (鈴木敏夫、2023年、スタジオジブリ物語、株式会社集英社) Lu, S., & Zhang, R. (2019). The Influence of Japanese anime on the values of adolescent. https://doi.org/10.2991/ichssd-19.2019.54 | - |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92913 | - |
dc.description.abstract | none | zh_TW |
dc.description.abstract | This thesis aims to derive key success factors of animation works and tries to answer the question of what factors contribute to the success of animation works. As an assumption, success here means an outcome status where the work becomes popular, a broad audience chooses to watch it, and the work nature loyal audiences who take action like recommending the work to others or purchasing related merchandized goods, which eventually brings long-term financial returns. We define the methodology in two steps. The first step is to identify possible success factors as hypotheses through a literature review. The second step is to survey whether the success factors defined in the first step function properly and whether the evaluation differs by audience group. As a result of the first step, we identified five factors, entertainment, character, story, message, and artistry, to evaluate anime work. Then, we collected opinions on ten anime works through surveys in Taiwan and Japan. We found that the framework with these five factors functions well in evaluating anime work. | en |
dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2024-07-04T16:10:23Z No. of bitstreams: 0 | en |
dc.description.provenance | Made available in DSpace on 2024-07-04T16:10:23Z (GMT). No. of bitstreams: 0 | en |
dc.description.tableofcontents | Abstract ii
Table of Contents iii Chapter 1 Introduction 1 Industry Outlook 1 Industry Challenges of Japan Animation 3 Purpose and Motivation 5 Scope 6 Methodology 7 Chapter 2 Literature Review 8 Possible Success Factors 8 Hypothesis: Five Successful Factors 9 Chapter 3 Research Method 12 Selection of Works 12 Survey Questions 13 Survey method 14 Chapter 4. Analysis 15 4.1 Data Description 15 Taiwanese Audience Data 15 Japanese Audience Data 17 4.2 Analysis of Taiwanese Audience Data 20 4.3 Analysis of Specific Work 31 Jujutsu Kaisen 31 SPY×FAMILY 34 Bocchi the Rock! 37 4.4 Analysis of Japanese Audience Data 40 4.5 Analysis of Comparison between Taiwanese and Japanese Data 43 Chapter 5. Conclusions and Future Directions 47 5.1 Conclusions 47 5.1 Future Directions 49 Appendix 51 Survey Questions 51 References 55 | - |
dc.language.iso | en | - |
dc.title | 日本動畫作品的關鍵成功因素及其在各個受眾群體間的差異 | zh_TW |
dc.title | Key Success Factors of Japanese Animation Work and its Difference per Audience Group | en |
dc.type | Thesis | - |
dc.date.schoolyear | 112-2 | - |
dc.description.degree | 碩士 | - |
dc.contributor.oralexamcommittee | 余峻瑜;郭佳瑋 | zh_TW |
dc.contributor.oralexamcommittee | Jiun-Yu Yu;Chia-Wei Kuo | en |
dc.subject.keyword | 創意產業,動畫,內容開發,智慧財產權, | zh_TW |
dc.subject.keyword | Creative Industry,Animation,Contents Development,Intellectual Property, | en |
dc.relation.page | 56 | - |
dc.identifier.doi | 10.6342/NTU202401369 | - |
dc.rights.note | 同意授權(全球公開) | - |
dc.date.accepted | 2024-06-28 | - |
dc.contributor.author-college | 管理學院 | - |
dc.contributor.author-dept | 商學研究所 | - |
顯示於系所單位: | 商學研究所 |
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