115 年 國立成功大學創意產業設計研究所丙組在職生《創意產業概論》

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第 1 題60 分

  1. The following document shows the extract of the strategic plan by the UK government creative industries sector. The content focuses on boosting investment, growth, and exports in areas like advertising, film, TV, video games, and music by 2035- the Creative Industries Sector Plan. Please take the reference of this document and share your views on how the various sectors/categories (choose three) of Taiwan's creative industries relate to the key issues in this document, such as resilience, next-generation contents, partnership, etc, especially in the face of a rapidly changing environment and the pursuit of technology. (60%) Answers must be written in ENGLISH.

【題組共用題幹】
By 2035 the UK's position as a global creative superpower will be enhanced with the UK becoming the number one destination worldwide for investment in creativity and innovation. Our ambition is to significantly increase business investment by the Creative Industries from £17 billion to £31 billion. We will retain our position in the face of intense international competition and drive growth across the economy, benefitting workers and businesses across the UK. By 2035, the UK will be recognised as the best place in the world to make and invest in film and TV, video games, music, performing and visual arts, and advertising and marketing. To achieve this, we must go further, delivering in four ways:

  1. Transforming cross-cutting support

    • Accelerate innovation-led growth: We will increase public and private levels of Research & Development (R&D) investment in the Creative Industries, make the UK the best place to start and grow a createch business, and support the creation and value of creative IP.
    • Secure growth finance for creative start-ups and scale-ups: We will make the UK the best place to invest in creative businesses, support a wider range of types of growth capital, and address investors' risk aversion towards creative businesses.
    • Build a resilient, skilled and diverse workforce fit for the future: We will deliver a high quality workforce that is responsive to the needs of the Creative Industries and increase the productivity, resilience and diversity of the workforce, including creative freelancers.
    • Increase trade and exports: We will maximise the UK Creative Industries' export potential in new and existing markets and remain a top-tier destination for inward investment.
  2. Boosting growth in our highest potential sub-sectors

    • Film and TV: We are a global centre for screen production, drawing in £4.8 billion of inward investment and co-productions in 2024, and our strength in visual effects and virtual production positions us well for next-generation content creation. We will strengthen our mixed film and TV ecology, backed by a BBC and public service media system fit for the future, and protect the UK's attractiveness for domestic and inward investment.
    • Music, performing and visual arts: The UK has the third biggest music market, the second largest art market in the world, and a theatre sector that contributes nearly £1 billion in GVA a year. We will back the next generation of British talent, unlock new growth at home and abroad, and capitalise on the opportunities from digital platforms for musicians, performers and artists to reach new audiences.
    • Video games: We have the biggest video games industry in Europe, part of the fast-growing IT, software and computer services sub-sector, which can benefit from cross-cutting measures here and in the Digital and Technologies Sector Plan. We will expand our network of nimble, innovative studios and the rich pipeline of inward investment to deliver more hit titles, nurture the next generation of UK games companies and talent, and support the exploitation of games software across the economy.
    • Advertising and marketing: As a resource for all British industry, the UK advertising market is the most digitally mature in Western Europe, with internet advertising expected to reach £44 billion by 2028, from £32 billion in 2024. We will unlock the growth potential of AI and innovative technologies, and boost exports to increase the number of renowned UK-created advertising campaigns across the world.
  3. Realising the potential of Creative Industries clusters. We will unlock the potential of our Creative Industries across the UK's high-potential city regions and clusters, where there are significant opportunities to boost regional economic growth and create high-quality jobs. Creative clusters, particularly where sectors and creative disciplines combine, have been a proven success. The 55 major clusters and 709 microclusters that already exist are a sound basis for further investment and growth. We will go further, building on our R&D Creative Clusters programme and Greater London supercluster. We will give six Mayoral Strategic Authorities the resources to catalyse business investment. We will work in partnership with devolved governments in Scotland, Wales and Northern Ireland to build on the support they deliver. And we will support creative corridors across the UK, including supporting the growth corridor across our Northern city regions, the West of England-South Wales, and the Thames Estuary.

  4. Delivering joint commitments from government and industry, working in partnership. As set out in the Plan for Change, we are resetting the relationship between government and businesses, and we are committed to delivering change together with stakeholders. We will strengthen our partnership with industry by relaunching the Creative Industries Council (CIC), which has informed the plan through its advisory Creative Industries Sector Plan Taskforce. We will also work with the CIC on wider areas, such as net zero and equality, diversity and inclusion, while responding to future global economic competition and security concerns. This is a long-term plan, and the CIC and industry will continue to play a critical role in delivery.

This Sector Plan is just the first step. We will kickstart growth, with DCMS more than doubling targeted funding for the Creative Industries, along with major investment in culture, innovation and access to finance, including significant increases in support from the British Business Bank and UK Research and Innovation (UKRI).

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這一題的完整詳解

本題為一開放式問答題,要求考生參照英國政府的創意產業戰略計畫(Creative Industries Sector Plan),並從台灣的創意產業中選出三個類別,探討其與英國計畫中的關鍵議題(如韌性、下一代內容、夥伴關係等)的關聯性,特別是在快速變遷的環境與追求技術的背景下。此題旨在評估考生對創意產業的理解、分析能力、連結台灣與國際產業發展趨勢的能力,以及英文論述能力。

解題思路:

  1. 理解英國的創意產業戰略計畫: 仔細閱讀提供的文件,掌握其核心目標、重點領域(如 film and TV, music, performing and visual arts, video games, advertising and marketing)、支持策略(如 R&D 投資、融資、人才培育、出口擴張、產業聚落發展、公私部門合作)以及關鍵議題(如韌性、創新、永續性、數位化、AI)。
  2. 辨識台灣的創意產業類別: 根據自身知識,列出台灣具代表性的創意產業類別。這些類別可以與英國計畫中的子產業對應,或者更廣泛地涵蓋台灣的特色,例如:
    • 影視音產業(涵蓋電影、電視、音樂、表演藝術)
    • 遊戲產業
    • 數位內容與媒體(涵蓋廣告、行銷、數位內容創作、網路影音)
    • 文化創意與設計(涵蓋文創商品、時尚、設計服務、工藝)
    • 新媒體藝術與科技應用
  3. 選擇三個台灣的創意產業類別: 從上述台灣的創意產業類別中,挑選三個考生最熟悉、最能連結英國計畫內容的類別。
  4. 分析關聯性: 針對選定的三個台灣創意產業類別,逐一分析其與英國計畫中提及的關鍵議題(如韌性、下一代內容、夥伴關係、創新、數位化、AI、永續性)的關聯性。
    • 韌性 (Resilience): 台灣的產業如何面對環境變遷、國際競爭、數位衝擊?例如,台灣影視產業如何發展在地特色以應對全球內容巨頭?遊戲產業如何建立更穩固的生態系?
    • 下一代內容 (Next-generation contents): 台灣在發展新興內容形式、應用新技術(如 AI、VR/AR、互動式敘事)方面有何潛力或作為?例如,台灣的遊戲開發商如何利用 AI 提升遊戲體驗?
    • 夥伴關係 (Partnership): 台灣的公私部門、學研機構、產業內部之間,如何建立更有效的合作模式以促進產業發展?例如,政府如何支持新創公司?產業協會如何促進跨領域合作?
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第 2 題40 分

  1. Please read the following document and to provide your perspective as someone who has completed a bachelor's
    degree in higher education and is preparing to become a graduate student. Identify areas where the Taiwanese
    government could pay attention or focus on future creative industries, and propose issues you would like to
    address or focus on further. Please elaborate on these viewpoints. (40%) Answers must be written in ENGLISH.

Creative Industries Policy and Evidence Centre
Led by
with
University Scrol
RSA
Research
People
Policy
Reflections from Creative Industries 2025: The Road
to Sustainability
1 August 2025 | Categories/ Climate and Sustainability
Written by Emily Hopkins, Bemard Hay, Martin Charter and Trevor Davis

The creative industries face major sustainability challenges: from the high emissions of energy intensive processes like virtual
production and live events, to the difficulties tracking emissions and accessing affordable renewable energy. Supply chain
difficulties and the uneven adoption of circular economy practices also continue, with growing waste - particularly e-waste from
digital tools - making it difficult to achieve a low-carbon sector.

On May 23rd, over 80 sustainabišty leaders, academics and policymakers gathered at the WWF Living Planet Centre in Woking
one of the UK's most sustainable buildings - for Creative Industries 2025: The Road to Sustainability. Co-hosted by Creative
PEC and the University for the Creative Arts' Centre for Sustainable Design, the conference made space for creative
industries experts to connect, share new leaming and tackle common issues around sustainability across the sector.

Given this context, the conference set out to ask: how can the creative industries drive meaningful environmental
sustainability?

Context of the Conference: Creative Industries and Climate
This conference built on the momentum of a closed workshop held by Creative PEC last summer, which brought together
sustainability experts from across industry and academia to identify the key research questions needed to address evidence
gaps around climate change and the creative industries. From this foundation, the conference delved deeper into discussions
around current practice, ongoing barriers and future opportunities for sustainability across the creative subsectors.

It also sought to respond to key policy developments over the last year, with the creative industries recognised as one of the
eight key growth sectors in the UK Government's Industrial Strategy published in November. 2024 and the subsequent
publication of the DCMS Creative Industries Sector Plan in June. Achieving net zero, environmental sustainability and the
circular economy are flagged as key issues across the documents.

In recent years we have seen the growth of sector wide efforts to coordinate on sustainability issues, including through bodies
like the Creative Industries Council, However, policy action to address these issues remains fragmented, impacted further by
creative subsectors often working in silos on sustainability initiatives and practice. By bringing key experts together, the
conference sought to help inform a collaborative agenda to influence further policy action.

Setting the Scene for the Day
The conference opened with Professor Anastasios Maragiannis, Pro Vice-Chancellor for Creative Education at the University for
the Creative Arts (UCA). He highlighted the passionate demand for change among creative graduates and the critical
importance of embedding sustainability within creative education as a foundational way of thinking. With university degrees
being the most likely entry route into creative jobs (see our research here and here), Higher Education Institutions play a crucial
role in leading systemic change for the creative industries.

The keynote was delivered by Professor Martin Charter (Director of The Centre for Sustainable Design at UCA), highlighting the
challenges of fragmentation across the creative industries, the lack of standards and the gap between ambition and capability in
creative-led decarbonisation and circularity. He stressed the urgency for better data, smarter regulation and collective practice to
address the "missing parts" of the sustainability puzzle.

Critically, the conference gave space for leaders from across the UK's creative industries to explore strategies for aligning
growth with environmental responsibility. Across five panels, key themes emerged around policy visibility, green skills, circular
design, data-driven accountability, and behavioural change. The panels tackled some of the sector's biggest challenges and
opportunities on the road to sustainability.

Highlights from the Conference Sessions
A clear message was that the creative industries are still underrepresented in environmental policymaking. To change that, the
sector needs to actively engage with a range of central government departments, push for a green skills agenda and work
closely with regional leaders to drive place-based change in the context of increased devolution. On net zero, there was a strong
call to move beyond buzzwords and start tracking real progress, moving "from vibes to KPIs. Measuring Scope 3 emissions
was recognised as a difficult process, but tools like BAFTA's Albert showed how collaboration can make this more manageable.
The circular economy panel reiterated that good design is key to success, with early-stage planning, local production and the
reuse of materials being successfully delivered in creative subsectors like theatre and fashion through the Theatre Green Book
and the Circular Fashion Ecosystem Project led by the Institute for Positive Fashion. For example, a key opportunity
identified was in better supporting, and scaling, infrastructure for the re-cycling and re-use of sets, costumes, and props, which
can be used across creative sub-sectors like theatre, film and TV.

Existing action needs to scale for greater impact, with the need for shared systems, better education on sustainable materials
and storytelling to shift public perception flagged as priontes. The CreaTech panel recognised the growing environmental
footprint of digital creativity, as well as the role of technology in facilitating the tracking of materials. This was critical in relation to
the reliance on data-heavy Al tools. There was discussion about how the sector needs to take control and set its own
sustainability standards - perhaps with the British Standards Institution - before big tech corporations dominate.

Finally, behaviour change was recognised as a key opportunity for the creative industries, but this must be embedded rather
than bolted on. That means building sustainability into job roles, using plain language and allowing experimentation, as well as
sharing stories through creative practice to inspire and inform audiences. Each panel confirmed that meaningful progress across
the creative industries will require systemic change which is rooted in collaborative action, clear metrics, inclusive leadership
and a cultural shift for both creative practice and audiences.

The afternoon then opened into a series of World Café sessions to explore practical pathways to sustainability. Key themes
included the need for place-based strategies tailored to the needs of local contexts, as well as stronger cross-sector
collaboration to develop knowledge exchange and shared infrastructure. Common themes highlighted the power of storytelling
to drive behaviour change in the sector and society, the urgency of upskilling for the creative workforce and the importance of
accessible, scalable measurement tools. There was also a strong call for ethical governance in creative tech and greater sector
leadership in shaping sustainability policy through active engagement with government and regulators.

Key Takeaways
As the creative industries continue to address the urgency of the climate crisis. The Road to Sustainability conference marked a
further step toward collaborative knowledge exchange to shape a sustainable, biodiverse and circular future. We hope the
transparent sharing of lessons leamed and of case studies has helped to inspire future action, whilst being together at the WWF
Centre opened the opportunity to form connections both across and within subsectors to tackle shared challenges.

Five implications for policymakers and those working in the sector emerged from the event:

  1. The creative industries should be positioned as key strategic partners in environmental policymaking, with more structured
    engagement with government. The Creative Industries Sector Plan's commitment to develop a Net Zero Participation
    Strategy, provides a key opportunity to directly involve the sector in the design and implementation of this strategy. The
    sector's unique ability to influence public behaviour and culture must be harnessed.
  2. More sustainability-focused networks and forums shou'd be encouraged across the creative sector, to support the exchange
    of knowledge and practices. This would bring the creative subsectors together to learn, share and collaborate based on the
    issues underlined by the event. These networks would be beneficial for creative SMEs and microbusinesses to encourage
    collaboration, scalable action and build confidence around sustainable practices.
  3. Further development of shared sustainability standards, frameworks, definitions and infrastructure is needed - such as
    emissions tracking tools and materials reuse nehvorks. This could help to bridge gaps across the creative subsectors and
    involve wider non-creative partners to enforce change.
  4. Joined-up policies addressing both net zero and circular economy practices within the creative industries are needed. The
    Centre for Sustainable Design at UCA have published on circular economy practices in the creative industries, and the
    ongoing Circular Economy Taskforce are producing a new Circular Economy Strategy for England by early 2028, which will
    help to connect these dots.
  5. Higher education institutions involved in creative education could accelerate the integration of the UN Sustainable
    Development Goals into teaching, research and operations to ensure that creative graduates are equipped with an
    understanding of sustainability early in their education.

The road to sustainability is complex, but with collective action across the subsectors, the creative industries can help
to lead the way.
Image Credit: University for Creative Arts
Tags: Net Zero Sustainability

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這一題的完整詳解

本題為一篇論述題,要求考生(具備學士學位、準備攻讀碩士的學生身份)閱讀英國創意產業在永續性方面的報告,並提出對台灣政府在未來創意產業發展上可關注或聚焦的面向,以及考生自己想進一步探討或關注的議題。此題旨在評估考生的閱讀理解、批判性思考、政策分析、問題提出能力,以及英文論述能力。

解題思路:

  1. 深入理解報告內容: 仔細閱讀提供的「Reflections from Creative Industries 2025: The Road to Sustainability」報告,理解其核心論點,包括:

    • 創意產業面臨的永續性挑戰(能源消耗、排放追蹤、再生能源、供應鏈、循環經濟、電子廢棄物)。
    • 會議探討的關鍵問題:如何推動有意義的環境永續性。
    • 報告強調的關鍵議題:淨零排放 (Net Zero)、環境永續性 (Environmental Sustainability)、循環經濟 (Circular Economy)。
    • 報告提出的五個對政策制定者和產業參與者的啟示(Implications):
      1. 將創意產業定位為環境政策的策略夥伴,加強與政府的互動。
      2. 鼓勵更多永續性網絡與論壇,促進知識與實踐交流。
      3. 發展共享的永續性標準、框架、基礎設施(如排放追蹤工具、材料再利用網絡)。
      4. 制定整合淨零排放與循環經濟的政策。
      5. 高等教育機構應整合聯合國永續發展目標(SDGs)於教學、研究與營運中。
    • 報告中提到的挑戰(如碎片化、缺乏標準、數據不足、政策執行不力)與機會(如影響公眾行為、推動綠色技能、良善設計、行為改變)。
  2. 轉換為台灣的視角: 思考報告中的論點、挑戰與機會,如何適用於台灣的創意產業環境。

    • 台灣的創意產業現況: 台灣有哪些主要的創意產業?它們的發展現況為何?面臨哪些挑戰?
    • 台灣的環境與政策: 台灣政府在環保、永續發展、產業政策上的現況如何?有哪些相關的目標或計畫?(例如:國家發展委員會的 2050 淨零路徑、文化部的文創產業相關政策)。
    • 台灣的獨特性: 台灣在科技(如資通訊、半導體)、製造、設計等領域的優勢,如何能與永續性議題結合?
  3. 提出台灣政府可關注的面向: 根據對報告的理解和台灣的現況,提出台灣政府未來在發展創意產業時,應關注或加強的永續性相關議題。可以從報告的五個啟示出發,思考如何在台灣實踐。

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