In recent years,"co-branding" and "cross-border" between various industries have quietly flourished,but museums,which are often labeled as "slow-paced",seem to be far from these trends and far from each other.In fact,when it comes to cross-industry linkages,many museums in China have performed admirably over the years.Especially in the past five years,many museums have begun to "break the circle" and seek diversified cooperation.Nowadays,the cross-industry linkage of "museums + entertainment" can be seen everywhere in daily life,but in view of the large scope of the entertainment industry,this article only selects "film and television","cultural creation" and "games",which are familiar and relevant to people’s lives.However,in view of the large scope of the entertainment industry,this paper only selects three familiar industries under the entertainment industry,namely "film and television","cultural creation" and "games",as the research objects.This paper adopts research methods such as survey method,literature research method,case study method and modeling method to analyse the successful linkage cases in each industry,analyse the reasons and practices of their success,and put forward practical suggestions or solutions to the problems arising from the linkage process.The introductory section of this paper provides an overview of the linkage model of "museum + entertainment",analyzes the current research in the industry,including dissertations and journal literature,and briefly explains the theoretical and practical significance of the research.The second,third,and fourth chapters of the main text elaborate on three aspects of "museum + entertainment".Firstly,the study of ’museums + film’ outlines the current status of museum-related productions in the domestic film and television industry,and predicts that ’museums + film’ will remain a popular subject in the coming years and that the number of programmes will continue to grow.Then also analyses two specific cases,"Masters in Forbidden City" and "If National Treasures Could Talk",citing the strengths and weaknesses of each.Secondly,the study of "museums + creative arts" briefly describes the origin of creative arts products and the current situation of the domestic creative arts market,cites four specific cases of "Palace lipstick","Palace stationery","Palace coloured ink" and "Palace fire paint" in the Forbidden City’s creative arts,proposes the development of museums’ DIY creative arts projects in response to the current uneven market of creative arts products,and conducts a feasibility study on them.Thirdly,the study of "museums + games" briefly describes the linkage model of "museums + games" and the current situation of "museums + games" in China,and then discusses the linkage between three types of games,namely female-oriented RGB games,MOBA games and casual puzzle games,and points out the limitations of the current linkage between museums and games and makes corresponding suggestions,in order to provide useful references for the cross-industry linkage of "museums+ cultural entertainment". |