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2006-2007 Annual Report on the Development of China's Creative Industry
完成日期:2007年2月
Report Type | Price($) | rebate($) | ||
Paper Report | 2200 |
Words | 15000 |
|
PDF Email | 2400 |
pages | 0 |
|
PDF CD | Charts | 0 |
||
All price | Some Sections |
Report's Content
Framework of the Report
Main Conclusions
Key Findings
I. Overview of the Global Creative Industry in 2006
(I) Market Size and Characteristics
1. Market Size and Growth in 2006
2. Market Characteristics in 2006
3. Application of New Technology
(II) Major Countries & Regions
1. U.S.A.
2. Europe
3. Japan
4. Korea
II. Overview of China's Creative Industry, 2005-2006
(I) Development Environment
1. Policy Environment
2. Investment Environment
3. Market Environment
4. Service Environment
(II) Present Situation
1. Industry Size
2. Content
3. Communication
4. Design
(III) Characteristics
1. Industry clusters in Beijing, Shanghai, Changsha, Guangzhou, and Chengdu take shape
2. A large number of creative Industry bases are established to build new platforms for cluster innovation
3. Groups in the creative industry are shifting from the Internet and advertising industries to the animation and online game industries
4. Creative design outsourcing becomes prevalent
(IV) Existing Problems
1. Creative industry bases are established in a blind manner, resulting in cutthroat competition for resources
2. The massive expansion of the creative industry runs the risk of generating bubbles
3. The lack of investment and financing will impede the development of major fields
(V) Industry Segments
1. Creative Real Estate
2. TV Programme
3. Films
4. Advertising
5. Industrial Design
6. Online Games
7. Animation Industry
III. Analysis of Industry Chain in China's Creative Industry in 2006
(I) Structure of Industry Chain
1. Technology Platform
2. Design
3. Production
4. Channels
5. Related Industries
(II) Supply and Demand of the Industry Chain
(III) Characteristics of the Industry Chain and Problems
1. Basic technology platforms are completed but underutilized
2. Innovative design shows the trend of "crowdsourcing"
3. Production evolves towards industrialization development model
4. Integration and segmentation of sales channels coexist
5. Related industries are crucial to the formation of the industry chain
IV. Analysis of Competitiveness in China's Creative Industry in 2006
(I) Competition Model
1. Product Price
2. Brand Competition
3. Channel Competition
4. Technical Competition
(II) Competition Situation
1. Overall Competition Situation
2. Potential Entrants and Replacement Products Potential Entrants and Replacement Products
3. Distribution of Leading Brands
(III) Leading Brands' Strategies
1. Shanda
2. CCTV
3. ...
V. Development Trend of China's Creative Industry, 2007-2009
(I) Impetuses
1. Policy Factors
2. Economic Factors
3. Social Factors
4. Technical Factors
(II) Development Trend
1. Trend of Production and Consumption
2. Development Trend of Products
3. Trend of Technological Innovation
4. Trend of Competition
VI. Forecast of China's Creative Industry, 2007-2009
(I) Analysis of Development Potential
(II) Forecast of Development
1. Forecast of Size
2. Forecast of Structure
VII. Investment Opportunities in China's Creative Industry, 2007-2009
(I) Index System
(II) Investment Opportunities
VIII. Recommendations from Our.
(I) Strategic Recommendations
(II) Investment Recommendations
List of Tables
Market Size of China's Creative Industry, 2005-2006
Market Size of China's Online Game Industry in 2006
Market Size of China's Animation Industry in 2006
Market Size of China's Film Industry in 2006
Market Size of China's Industrial Design Industry in 2006
Size Of China's DTV Industry in 2006
...
List of Figures
Market Size of the Global Animation Industry, 2006-2007
Development of the American Creative Industry, 2006-2007
Development of the Japanese Creative Industry, 2006-2007
Development of the Korean Creative Industry, 2006-2007
Regional Distribution of the Creative Industry, 2006-2007
...
Main Conclusions
Key Findings
I. Overview of the Global Creative Industry in 2006
(I) Market Size and Characteristics
1. Market Size and Growth in 2006
2. Market Characteristics in 2006
3. Application of New Technology
(II) Major Countries & Regions
1. U.S.A.
2. Europe
3. Japan
4. Korea
II. Overview of China's Creative Industry, 2005-2006
(I) Development Environment
1. Policy Environment
2. Investment Environment
3. Market Environment
4. Service Environment
(II) Present Situation
1. Industry Size
2. Content
3. Communication
4. Design
(III) Characteristics
1. Industry clusters in Beijing, Shanghai, Changsha, Guangzhou, and Chengdu take shape
2. A large number of creative Industry bases are established to build new platforms for cluster innovation
3. Groups in the creative industry are shifting from the Internet and advertising industries to the animation and online game industries
4. Creative design outsourcing becomes prevalent
(IV) Existing Problems
1. Creative industry bases are established in a blind manner, resulting in cutthroat competition for resources
2. The massive expansion of the creative industry runs the risk of generating bubbles
3. The lack of investment and financing will impede the development of major fields
(V) Industry Segments
1. Creative Real Estate
2. TV Programme
3. Films
4. Advertising
5. Industrial Design
6. Online Games
7. Animation Industry
III. Analysis of Industry Chain in China's Creative Industry in 2006
(I) Structure of Industry Chain
1. Technology Platform
2. Design
3. Production
4. Channels
5. Related Industries
(II) Supply and Demand of the Industry Chain
(III) Characteristics of the Industry Chain and Problems
1. Basic technology platforms are completed but underutilized
2. Innovative design shows the trend of "crowdsourcing"
3. Production evolves towards industrialization development model
4. Integration and segmentation of sales channels coexist
5. Related industries are crucial to the formation of the industry chain
IV. Analysis of Competitiveness in China's Creative Industry in 2006
(I) Competition Model
1. Product Price
2. Brand Competition
3. Channel Competition
4. Technical Competition
(II) Competition Situation
1. Overall Competition Situation
2. Potential Entrants and Replacement Products Potential Entrants and Replacement Products
3. Distribution of Leading Brands
(III) Leading Brands' Strategies
1. Shanda
2. CCTV
3. ...
V. Development Trend of China's Creative Industry, 2007-2009
(I) Impetuses
1. Policy Factors
2. Economic Factors
3. Social Factors
4. Technical Factors
(II) Development Trend
1. Trend of Production and Consumption
2. Development Trend of Products
3. Trend of Technological Innovation
4. Trend of Competition
VI. Forecast of China's Creative Industry, 2007-2009
(I) Analysis of Development Potential
(II) Forecast of Development
1. Forecast of Size
2. Forecast of Structure
VII. Investment Opportunities in China's Creative Industry, 2007-2009
(I) Index System
(II) Investment Opportunities
VIII. Recommendations from Our.
(I) Strategic Recommendations
(II) Investment Recommendations
List of Tables
Market Size of China's Creative Industry, 2005-2006
Market Size of China's Online Game Industry in 2006
Market Size of China's Animation Industry in 2006
Market Size of China's Film Industry in 2006
Market Size of China's Industrial Design Industry in 2006
Size Of China's DTV Industry in 2006
...
List of Figures
Market Size of the Global Animation Industry, 2006-2007
Development of the American Creative Industry, 2006-2007
Development of the Japanese Creative Industry, 2006-2007
Development of the Korean Creative Industry, 2006-2007
Regional Distribution of the Creative Industry, 2006-2007
...
Report's synopsis
In 2006, China's creative industry got into the period of fast growth. Industry clusters represented by online games started to expand to other creative fields. Films, animation and industrial design became the core of the industry in 2006. As large brands' superiority weakens, small and medium brands were rising. The long tail loomed large in market competition.
Entertainment remained the primary impetus for the creative industry in 2006: Online games and films contributing 40% to the growth of the market size. Meanwhile, thanks to the promulgation of relevant policies, the market share of animation soared 150% from 2005. Moreover, as infrastructure keeps improving, the digital film, DTV, and mobile game industries are entering the period of fast growth.
Facing to competition, changes and challenges in the market, Our releases the 2006-2007 Annual Report on the Development of China's Creative Industry, which helps vendors, investors, and industry chain grasp the pulse of China's creative industry in the following aspects, and comb the development course of segment application value -
Backed by accurate market description data, the report depicts the development of the industry in 2006 from various angles, e.g. industry structure, competitiveness of key fields, regional distribution of the industry, and influence of related industries, to discern the industry's development trend.
In briefly analyzing major brands' competition performance in 2006, it sums up enterprises' successes and failures in the dimension of shares of market segments, competition situation, and competition strategy, and reviews the performance of leading players.
After presenting in-depth quantitative forecast of the market, it conducts modeling regression and expert verification for the whole market and market segments, and obtains valuable trend analysis and quantitative results.
Moreover, it examines impetuses and obstacles to market segments, and conducts multidimensional analysis of user demand.
Entertainment remained the primary impetus for the creative industry in 2006: Online games and films contributing 40% to the growth of the market size. Meanwhile, thanks to the promulgation of relevant policies, the market share of animation soared 150% from 2005. Moreover, as infrastructure keeps improving, the digital film, DTV, and mobile game industries are entering the period of fast growth.
Facing to competition, changes and challenges in the market, Our releases the 2006-2007 Annual Report on the Development of China's Creative Industry, which helps vendors, investors, and industry chain grasp the pulse of China's creative industry in the following aspects, and comb the development course of segment application value -
Backed by accurate market description data, the report depicts the development of the industry in 2006 from various angles, e.g. industry structure, competitiveness of key fields, regional distribution of the industry, and influence of related industries, to discern the industry's development trend.
In briefly analyzing major brands' competition performance in 2006, it sums up enterprises' successes and failures in the dimension of shares of market segments, competition situation, and competition strategy, and reviews the performance of leading players.
After presenting in-depth quantitative forecast of the market, it conducts modeling regression and expert verification for the whole market and market segments, and obtains valuable trend analysis and quantitative results.
Moreover, it examines impetuses and obstacles to market segments, and conducts multidimensional analysis of user demand.
Related links
◆ Directions '05: 2005 Contract Award Summary [ 2007-02-06 ]
◆ 2005 Annual Report on China's Banking [ 2005-11-22 ]
◆ 2005 Annual Report on China's Banking [ 2005-11-22 ]
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