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dc.contributor.author洪雅玲en_US
dc.contributor.authorYah-Ling Hungen_US
dc.date.accessioned2015-05-22T08:01:27Z-
dc.date.available2015-05-22T08:01:27Z-
dc.date.issued2007en_US
dc.identifier.urihttp://hdl.handle.net/11536/123760-
dc.description.abstract本研究想以一個專業技術培育者的角色,從學界的培訓與產界的需求等供需現況切入,探討台灣數位內容產業專業人才培訓問題。採用內容分析法,透過大學博覽會入口網站,搜尋學界相關科系的教學目標與課程設計;輔以深度訪談法,拜訪台灣動畫、遊戲產業界的企劃、研發、人力主管,瞭解產界心目中理想的人才培訓模式,再針對搜尋與訪談所得的資料加以分析歸納,設法找出產學相符的培訓方向。進一步對政府、業界、學界提出解決人才需求之因應策略,以提昇台灣在數位內容產業方面的國際競爭力。zh_TW
dc.description.abstractIn order to discuss the problems of school training courses with the digital-content industry, this paper collected data from college websites and adopted in-depth interviews with professionals from the game and animation industry. By using content analysis, I tried to find out the ideal training models to fit the demands of the digital-media industry. The conclusions of this study offer some suggestions to the government, the industry, and the school for personnel training in Taiwan.en_US
dc.language.isozh_TWzh_TW
dc.subject數位媒體zh_TW
dc.subject數位內容zh_TW
dc.subject人才培訓zh_TW
dc.subject動畫zh_TW
dc.subject遊戲zh_TW
dc.subject動畫產業zh_TW
dc.subject遊戲產業zh_TW
dc.subjectDigital Mediazh_TW
dc.subjectDigital Content Industryzh_TW
dc.subjectPersonnel Trainingzh_TW
dc.subjectAnimationzh_TW
dc.subjectGamezh_TW
dc.subjectAnimation Industryzh_TW
dc.subjectGame Industryzh_TW
dc.title台灣數位內容產業專業人才培訓問題探討:以遊戲、動畫產業為例zh_TW
dc.titleThe Problems of School Training Courses with the Digital Content Industry in Taiwan: A Case Study of Game and Animation Industryen_US
dc.identifier.journal資訊社會研究zh_TW
dc.identifier.journalJournal of Cyber Culture and Information Societyen_US
dc.citation.volume12en_US
dc.citation.spage213en_US
dc.citation.epage240en_US
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.contributor.department傳播與科技學系zh_TW
Appears in Collections:Journal of Cyber Culture and Information Society