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Research On The Production Mode Of "Film And Game Linkage" Based On Consumer Preference

Posted on:2024-04-08Degree:MasterType:Thesis
Country:ChinaCandidate:M J LiaoFull Text:PDF
GTID:2555307178477014Subject:Radio and Television
Abstract/Summary:PDF Full Text Request
The linkage of film and game refers to a production mode that maximizes IP effect and commercial value through the adaptation,combination and linkage between the two art forms of film and game.From the perspective of consumer preference,this paper analyzes the cultural characteristics of the film and television industry and the game industry respectively,and concludes that the intersection of the consumer cultural circles of the two industries is concentrated in the "youth subculture" field,and thus makes an in-depth analysis of the circle attributes of the target consumers,and points out the feasible reasons for cross-border linkage from the essence of media.Then,it turns to the new cultural perspective and summarizes and analyzes that the current film and television industry shows the tendency of typology,stratification and gamification,while the game industry shows the characteristics of highlighting the subject consciousness and continuously strengthening interaction.Therefore,it is believed that film and television and games can be converted into media from three aspects: culture,text and technology.Based on this,by combing the history of film and game adaptation and IP linkage and analyzing a large number of cases,it concludes that the current production mode of film and game linkage can be generally divided into several types,such as focusing on content interaction,game interaction and community construction,and points out that film and game will shift to immersive and interactive linkage development in the future.This kind of production mode has comprehensive and preemptive IP development ideas,and is the most popular production form at present.At the same time,there are also many problems in the production mode of film and game linkage,including capital for profit,media barriers,after research and development,conversion of aphasia,infringement risk,etc.In view of these problems,this paper provides opinions and suggestions concerning content production,industry self-discipline,technological innovation and other aspects.Hope to provide more accurate development ideas and experience for the sound development of film and game linkage in the future and the continuous growth of content attraction.
Keywords/Search Tags:the linkage of film and game, IP, consumer preference, youth subculture
PDF Full Text Request
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