Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/34313
DC FieldValueLanguage
dc.contributor.advisor吳靜吉zh_TW
dc.contributor.author黃寶雲zh_TW
dc.contributor.authorHuang,Pao-Yunen_US
dc.creator黃寶雲zh_TW
dc.creatorHuang,Pao-Yunen_US
dc.date2004en_US
dc.date.accessioned2009-09-18T01:21:53Z-
dc.date.available2009-09-18T01:21:53Z-
dc.date.issued2009-09-18T01:21:53Z-
dc.identifierG0090932905en_US
dc.identifier.urihttps://nccur.lib.nccu.edu.tw/handle/140.119/34313-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description科技管理研究所zh_TW
dc.description90932905zh_TW
dc.description93zh_TW
dc.description.abstract3D電腦動畫電影產業在過去十年間的蓬勃發展有目共睹。在台灣,政府所提出的「兩兆雙星」產業政策中,也以「數位內容」產業為「雙星」計畫之一,而「電腦動畫」則列為優先發展的重點項目之一。\r\n本論文以作者多年的國際媒體產業經驗與觀察為主軸,輔以豐富的產業研究資料及分析,探討台灣在發展3D 電腦動畫電影產業時的各項競爭條件。論文架構採用學者波特在國家競爭優勢中所提出的價值鏈及鑽石模型理論,逐一分析台灣在面臨國際競爭時,各項條件的優勢與不足。\r\n要了解好萊塢如何成功地揉合「創意」與「科技」,不斷創造出一部部席捲全球的3D電腦動畫電影,必須先認識好萊塢電影產業的運作基礎。好萊塢有著相當複雜的產業發展背景,時至今日,這些時空背景仍深深地影響著產業的各個層面。本論文先深入剖析好萊塢電影產業的各項價值活動、產業及人力結構、以及電影投資、融資與風險控管等機制。其後,則進一步分析3D電腦動畫產業的版圖現況及發展趨勢,並以三家領導廠商Pixar、DreamWorks Animation、Blue Sky進行個案分析,透過對這三家廠商發展歷程與運作模式的檢視,台灣可以從中學習成功的經驗,並避免重蹈覆轍。\r\n論文最後,則基於以上之論述,提出兩項論點,說明此刻是台灣以3D電腦動畫電影切入國際數位內容產業的良機。第一項論點是現階段仍屬全球3D電腦動畫產業發展初期,新進入者較易跨入此一新興市場;第二項論點則是台灣世界級的資訊產業提供了優勢的競爭基礎,使台灣具有更高的策略位置。因此,台灣可以高科技產業帶動數位內容產業的發展,延續「科技矽島」的成功經驗,再創「Silicon Hollywood:矽谷+好萊塢」的國家新競爭優勢。zh_TW
dc.description.abstractThe 3D feature computer animation industry has grown tremendously in the past 10 years. In Taiwan, the government has identified the “digital content” industry as one of the two rising stars in the “Two Trillions, Twin Stars” national industry development plan, with “computer animation” as its top development priority.\r\nBased on the author’s years of observation and experience in international media and business, with abundant industrial research and statistical data, this thesis discusses Taiwan’s competitive advantages in the development of a globally competitive 3D feature computer animation industry. This thesis also refers to Michael Porter’s “Competitive Advantages of Nations”, which uses the Diamond Model to identify a nation’s weaknesses and strengths in the global economy.\r\nTo realize how Hollywood can successfully combine creativity and technology to create box-office 3D computer animated movies, it is wise to consider how Hollywood fundamentally works. Hollywood is a complicated machine fed by its rich background and history that currently affects every facet of its behavior. This thesis breaks down that behavior into sections that detail topics such as value chain activities, modern industrial and labor structure setup, film financing and risk management. Three leading computer animation studios are Pixar, DreamWorks Animation, and Blue Sky. After understanding how the Hollywood film industry works, the next logical topic to examine is how these studios relate globally with the international 3D feature animation industry’s landscape and development trend. Using these studios as case studies, examining their timeline of development and work methodologies, important lessons can be learned and previous pitfalls avoided as Taiwan takes its first steps towards establishing its own successful 3D computer animation industry.\r\nUpon its analysis, this thesis identifies two strong reasons that justify why now is the time for Taiwan to establish its 3D computer animation industry as a means to compete in the global digital content market. The first reason is because the current global landscape of the 3D feature animation industry is just past its infancy and in an early stage of development, making it easier for new entries into the market. The second reason is because Taiwan has the advantage of having a strong resource in its world-leading IT industry that provides strong leverage above the competition. Taiwan is already world famous for being a technologically strong “Silicon Island”. By creating a bridge between technology and creativity, Taiwan can emulate its previous success model and thus create a new international identity as the “Silicon Hollywood”.en_US
dc.description.tableofcontents致 謝 一\r\n摘 要 四\r\nAbstract 五\r\n目 錄 七\r\n圖目錄 十\r\n表目錄 十二\r\n第一章 序論 1\r\n第一節 研究動機 1\r\n第二節 研究目的 6\r\n第三節 理論架構 7\r\n一、 價值活動理論 7\r\n二、 國家競爭力 8\r\n第四節 研究方法 9\r\n第五節 論文架構 9\r\n第二章 電影產業分析 11\r\n第一節 全球電影產業的產值及產量 11\r\n第二節 電影產業鏈 16\r\n一、 開發(Development) 18\r\n二、 製作(Production) 24\r\n三、 發行(Distribution) 26\r\n四、 映演(Exhibition) 29\r\n第三節 好萊塢的製片系統 29\r\n一、 兩大製片系統 29\r\n二、 獨立製片系統的發展背景 33\r\n第四節 好萊塢的電影籌資模式 36\r\n投資模式一:Studio Development Production Deals 40\r\n投資模式二:Independent Distributor Financing 41\r\n投資模式三:Talent Agency Financing 41\r\n投資模式四:End-User Financing 42\r\n投資模式五:Completion Funds 43\r\n融資模式一:Production Loans 43\r\n融資模式二:Presale Financing Deals 43\r\n融資模式三:Negative Pickup Deals 45\r\n融資模式四:Gap Financing 46\r\n第五節 好萊塢的電影投資回收及利潤分享 48\r\n第六節 以主要製片廠為產業支柱的人力結構 51\r\n第三章 3D電腦動畫電影產業分析 54\r\n第一節 3D電腦動畫電影躍居市場主流 54\r\n第二節 3D電腦動畫電影的投資效益 59\r\n一、 戲院票房收入為製作成本的4.9倍 59\r\n二、 3D電腦動畫電影的全球收益超過製作成本的10倍 62\r\n第三節 3D電腦動畫電影產業的策略合作現況 65\r\n第四節 3D電腦動畫電影的製作流程 71\r\n一、 製作流程說明 71\r\n二、 「重疊型製作流程(Overlapping Production Pipeline)」規劃 79\r\n第五節 3D電腦動畫電影的組織分工 82\r\n第四章 三家主要廠商的發展歷程 85\r\n第一節 發展背景與模式 85\r\n第二節 Pixar公司 91\r\n第三節 PDI公司 95\r\n第四節 Blue Sky公司 97\r\n第五章 台灣的國家競爭力分析 99\r\n第一節 生產因素 99\r\n第二節 相關與支援產業 108\r\n第三節 企業策略、結構與競爭 114\r\n第四節 需求條件的分析 115\r\n第五節 機會 116\r\n第六節 政府 116\r\n第六章 結論與建議 118\r\n第一節 結論與建議 118\r\n第二節 未來研究發展方向 121\r\n第七章 參考文獻 122zh_TW
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dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0090932905en_US
dc.subject3D電腦動畫zh_TW
dc.subject數位內容zh_TW
dc.subject電影產業zh_TW
dc.subject好萊塢zh_TW
dc.subject電影財務zh_TW
dc.subject電影投資zh_TW
dc.subject電影融資zh_TW
dc.subject國家競爭力zh_TW
dc.subject風險控管zh_TW
dc.subject完工保證zh_TW
dc.subject3D feature animationen_US
dc.subjectdigital contenten_US
dc.subjectcomputer animationen_US
dc.subjectfilm financingen_US
dc.subjectcompetitive advantages of nationsen_US
dc.subjectrisk managementen_US
dc.subjectcompletion bonden_US
dc.title3D電腦動畫電影--台灣進入國際數位內容產業的契機zh_TW
dc.title3D Computer Animated Movies -- An Opportunity for Taiwan to Compete in The Global Digital Content Marketen_US
dc.typethesisen
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dc.relation.reference29. PriceWaterhouseCoopers (2005). “Video Games,” Global Entertainment and Media Outlook: 2005-2009.zh_TW
dc.relation.reference30. Ryan, Joal (2003). “DVD`s \"Monsters\"-ous Year,” E! Online, January 9, 2003, http://www.eonline.com/News/Items/0,1,11090,00.html.zh_TW
dc.relation.reference31. SG Cowen (2002). Entertainment: Invest in the Best Operators – Initiating Sector Coverage. November, 2002.zh_TW
dc.relation.reference32. US Census Bureau (2004). “Motion Picture and Video Industries: 2002,” 2002 Economic Census, EC02-511-07, November 2004.zh_TW
dc.relation.reference33. Winder, Catherine, and Dowlatabadi, Zahra (2001). Producing Animation. Focal Press.zh_TW
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