【正文】
記者在 2021 年的不少文章中發(fā)現(xiàn),當年“全球動漫產(chǎn)業(yè)的產(chǎn)值在 2021 億美元到 5000 億美元之間,而日本的動漫產(chǎn)業(yè)年產(chǎn)值達到 230 萬億日元,成為日本第二大支柱產(chǎn)業(yè)”。s News Corporation. Especially in the popular music industry sector, in addition to the WEA, the more money earned in the . market is the Sony of Japan, the Netherlands, Polygram, BMG in Germany, the United Kingdom Thorn EMI panies. China in recent years to increase the development of cultural industries such as animation and game, the seventh international animation festival, the statistics of the number of Chinese animation turnover superJapan, to bee the first in the world. We need more quality to support domestic animation to the world. [1] Marilyn Hugh 著 , Andrea Jane 譯 外文資料翻譯-中文部分 中國動畫發(fā)展的需求 中國為什么要發(fā)展動漫游戲等文化產(chǎn)業(yè)?中國發(fā)展動漫游戲產(chǎn)業(yè)的榜樣是誰?通過下面對日本與美國的調查報告可以看出來,動漫游戲等文化產(chǎn)業(yè)給每個國家?guī)砹硕啻蟮睦妗?the American animation industry output accounted for almost 30% of the global market to reach $ 31 billion。s animation industry39。s secondpillar industry. According to the 2021 release in Japan this year Japan39。附 錄 附錄 A:外文資料翻譯-原文部分 The needs of the development of the Chinese animation Why the development of cultural industries such as animation and game? Who is the model for the development of animation and game industry in China? By following the survey report in Japan and the . can be seen, animation, games and other cultural industries to each country to bring much benefit. Not ugly, social progress, to a certain period of time, the development of cultural industries is inevitable. Japan39。s animation industry to reach 230 trillion yen, Japan39。s gross domestic product %, Imaging Products trillion yen, trillion yen of the music products, books and periodicals published trillion yen, trillion yen of the game, more than agriculture, forestry, aquatic