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The Main Formats of the SP Industry

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Introduction to the Science Popularization Industry

Abstract

The SP industry is a complicated system incorporating the contents and forms of multiple industries. Having developed from integration with other industries, the SP industry continues to embrace new formats as its products become increasingly diverse, services are perfected and innovation in its content and services is steadily improved. China, for example, has gradually developed industries of SP exhibition and education supplies, publishing, animation, comics, film, TV, games, toys and tourism. All these popular science industries have core products that play an important role in the innovation of industrial content and services. To satisfy the people’s growing and increasingly diversified needs for SP, issues hampering the SP industries should be promptly addressed and effective measures should be taken to facilitate industrial development in a continuous, rapid and benign manner.

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Notes

  1. 1.

    Zeng Guoping et al., Study on Public Welfare and the For-profit Nature of Science and Technology Museums and their Relations, 2010.

  2. 2.

    Report on the National Press and Publication Industry of 2016, National Press, Publication, Radio, Film and Television, 25 May 2017.

  3. 3.

    Report on the National Press and Publication Industry of 2016, National Press, Publication, Radio, Film and Television, 25 May 2017.

  4. 4.

    Regulations on the Administration of Electronic Publications, General Administration of Press and Publication, 21 February 2008.

  5. 5.

    Report on the National Press and Publication Industry of 2016, National Press, Publication, Radio, Film and Television, 25 May 2017.

  6. 6.

    Report on the National Press and Publication Industry of 2016, National Press, Publication, Radio, Film and Television, 25 June 2017.

  7. 7.

    Report on In-depth Researches and Trends of the Industry of Animation and Comic Works in China from 2017 to 2023, Grail Insights, July 2017.

  8. 8.

    Development of China’s Animation and Comics in 2016, China’s Hall of Report (www.chinabgao.com), 10 January 2017.

  9. 9.

    Blue Book on Animation and Comics: Report on the Development of China’s Animation and Comics, Beijing Film Academy and Social Sciences Academic Press, 2014.

  10. 10.

    Analyses on the Press and Publication Industry in China from 2015 to 2016, http://www.chyxx.com/industry/201612/477231.html; Analytical Report on the Press and Publication Industry in 2016, http://www.360doc.com/content/17/0726/00/8102575_674246884.shtml; Report on the National Press and Publication Industry of 2015, National Press, Publication, Radio, Film and Television, 1 September 2016; Report on the National Press and Publication Industry of 2016, National Press, Publication, Radio, Film and Television, 25 July 2017.

  11. 11.

    Prediction of the Situation and Development Trend of the Chinese Comic and Animation Market in 2017, http://www.chyxx.com/industry/201610/459604.html.

  12. 12.

    Prediction of the Situation and Development Trend of the Chinese Comic and Animation Market in 2017, http://www.chyxx.com/industry/201610/459604.html.

  13. 13.

    Analysis of the Existing Problems of the Chinese Animation Industry and Solutions in 2015, 8 October 2016, http://www.360doc.com/content/16/1008/00/37009808_596557325.shtml.

  14. 14.

    Games Daily, 21 March 2017, http://biz.265g.com/media/201459.html.

  15. 15.

    Science Game Industry Report, 9 December 2016, http://games.qq.com/a/20161209/029684.htm.

  16. 16.

    China Business Research Institute, ‘Analysis of the scale of online game users in China in June 2016: 55.1% of the total netizens’, www.AskCI.com, 4 August 2016, http://www.askci.com/news/hlw/20160804/17520850396.shtml.

  17. 17.

    Game Industry Network, ‘2016 China game industry market status and 2017 development trend forecast’, www.AskCI.com, 22 December 2016, http://www.askci.com/news/chanye/20161222/16530584394.shtml.

  18. 18.

    Science Game Industry Report, 9 December 2016, http://games.qq.com/a/20161209/029684.htm.

  19. 19.

    Ambient Insight, Cross-media Lab: Report on Serious Games in Cross-media Lab, March 2009, http://www.zgcagi.com/fhqnew/UploadFiles/2009/12/2009112617204560.pdf.

  20. 20.

    ‘2017 Overview of the Chinese Toy Market and Industry Development Trend Analysis’, www.chyxx.com, 16 June 2017, http://www.chyxx.com/industry/201706/533018.html.

  21. 21.

    2017 Overview of the Chinese Toy Market and Industry Development Trend Analysis, www.chyxx.com, 16 June 2017, http://www.chyxx.com/industry/201706/533018.html.

  22. 22.

    China Business Research Institute, ‘Big data on toy exports: China’s toy exports amounted to nearly 19 billion in 2016’, www.AskCI.com, 11 March 2017, http://www.askci.com/news/chanye/20170311/16444593105.shtml.

  23. 23.

    ‘2017 Overview of the Chinese toy market and industry development trend analysis’, www.chyxx.com, 16 June 2017, http://www.chyxx.com/industry/201706/533018.html; ‘2017 global toy industry demand supply situation and future development trend analysis’, www.chyxx.com, 17 January 2018, http://www.chyxx.com/industry/201801/604666.html.

  24. 24.

    Research Report on the Market Operation Trend of Chinese Intelligent Toys in 2017–2022, Zhiyan Consulting Firm, www.chyxx.com.

  25. 25.

    ‘2017 China’s toy industry development status and market capacity analysis’, www.chyxx.com, 17 January 2018, http://www.chyxx.com/industry/201801/604670.html.

  26. 26.

    Shen Zejin, ‘Experiencing the charms of science in SP tourism’, Economic Daily, 2 August 2010.

  27. 27.

    ‘“Lunar Palace I” opened to the public for visits for the first time’, Chinese Education Report, CETV, 24 April 2018.

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Ren, F., Zhang, Y., Liu, G. (2021). The Main Formats of the SP Industry. In: Introduction to the Science Popularization Industry. Springer, Singapore. https://doi.org/10.1007/978-981-16-3720-9_3

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