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OF动漫公司战略路径研究--基于商业模式的视角

ACKNOWLEDGEMENTS第4-5页
ABSTRACT第5页
摘要第7-14页
Chapter 1 Introduction第14-18页
    1.1 Research objectives第14-15页
    1.2 Meaning research第15页
    1.3 Research subject第15-16页
    1.4 Research methods第16页
        1.4.1 Literature review第16页
        1.4.2 Case study第16页
    1.5 Research structure第16-18页
Chapter 2 Research background第18-28页
    2.1 Literature reviews第18-23页
        2.1.1 Business model第18-20页
            2.1.1.1 Business model in animation industry第19-20页
                2.1.1.1.1 Business model under the US's animation firms第19页
                2.1.1.1.2 Business model under the Japanese animation firms第19-20页
                2.1.1.1.3 Animation companies from China第20页
        2.1.2 Business model innovation第20-21页
        2.1.3 Platform business model第21-22页
            2.1.3.1 Two-sided market theory第22页
        2.1.4 Summary第22-23页
    2.2 Analysis tools第23-27页
        2.2.1 PEST analysis第23-24页
        2.2.2 SWOT analysis第24-26页
        2.2.3 Business model canvas第26-27页
    2.3 Summary第27-28页
Chapter 3 Case background第28-33页
    3.1 Company background第28页
        3.1.1 Company description第28页
    3.2 Development process第28-32页
        3.2.1 The first transformation: from toys producer to authorized toysproducer第29-30页
        3.2.2 The second transformation: from authorized toys producer to the Hasbro model第30-31页
        3.2.3 The third transformation: from Hasbro to toy+animation+media第31-32页
    3.3 Summary第32-33页
Chapter 4 Case analysis第33-54页
    4.1 PEST第33-39页
        4.1.1 Analysis of the political concern第33-35页
            4.1.1.1 Hardware side of animation industry第34页
            4.1.1.2 Software side of animation industry第34-35页
            4.1.1.3 Intellectual property protection第35页
        4.1.2 Analysis of the economic environment第35-37页
            4.1.2.1 Development of the economy and changes in peopele consumption第35-36页
            4.1.2.2 Cooperation among companies around the world第36页
            4.1.2.3 Marketing and capital operation第36-37页
        4.1.3 Analysis of the social cultural environment第37页
        4.1.4 Analysis of the technological environment第37-38页
        4.1.5 Summary第38-39页
    4.2 SWOT in the framework of building blocks (Combined SWOT )第39-51页
        4.2.1 Combined SWOT for the first stage第39-43页
            4.2.1.1 Strengths第39-40页
            4.2.1.2 Weaknesses第40-41页
            4.2.1.3 Opportunities第41页
            4.2.1.4 Threats第41-42页
            4.2.1.5 Actions of OF animation to the market第42-43页
        4.2.2 Combined SWOT for the second stage第43-47页
            4.2.2.1 Strengths第44-45页
            4.2.2.2 Weaknesses第45页
            4.2.2.3 Opportunities第45-46页
            4.2.2.4 Threats第46页
            4.2.2.5 Actions of OF animation to the market第46-47页
        4.2.3 Combined SWOT for the third stage第47-51页
            4.2.3.1 Strengths第48页
            4.2.3.2 Weaknesses第48-49页
            4.2.3.3 Opportunities第49页
            4.2.3.4 Threats第49页
            4.2.3.5 Actions of OF animation to the market第49-51页
    4.3 Shift of internal focus in business model since establishment第51-52页
    4.4 Future of the company第52-53页
        4.4.1 General trend in business world第52页
        4.4.2 Probable transformation of the company's business model第52-53页
    4.5 Summary第53-54页
Chapter 5 Basic suggestions第54-58页
    5.1 Career development for creative team building第54-55页
    5.2 Increase in the categories of animation products第55页
    5.3 Segmentation of products on specific purposes第55-56页
    5.4 Repositioning on platform第56页
    5.5 Customization on production of derivative products第56-58页
6 Conclusion第58-60页
REFERENCE第60-62页

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