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Computer and video games is a young industry with rapid growth underpinned by technological development. The global market in 2003 was over USD 21 billion compared with USD 32 billion for the recorded music industry. The main segments are off-line consoles and PCs; online and wireless games are...
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Unter dem Titel 'Der Zukunftskongress der Sozialwirtschaft - Die vernetzte Gesellschaft sozial gestalten' setzte sich der 10. Kongress der Sozialwirtschaft im April 2017 in Magdeburg mit gesellschaftlichen Megatrends wie Demographie, Digitalisierung, Ökonomisierung oder Nachhaltigkeit und ihren...
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Protecting consumers when they are most vulnerable has long been a core focus of consumer policy. This report first discusses the nature and scale of consumer vulnerability in the digital age, including its evolving conceptualisation, the role of emerging digital trends, and implications for...
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This paper aims to complement the OECD Recommendation of the Council on Consumer Protection in E-Commerce by elaborating on its key principles in the context of online advertising and offering practical guidance on how to apply these principles. For these purposes, the guide provides a number of...
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This paper takes stock of recent developments related to online consumer ratings and reviews and their effects on consumer behaviour. It provides an overview of key consumer benefits and risks associated with user-generated feedback, and identifies consumer policy challenges, including...
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This report explores the current state of Internet of Things (IoT) adoption and usage in OECD countries among businesses, households, and individuals. It analyzes IoT trends based on semiconductors, patents, venture capital investments, and firms. Additionally, it includes two case studies that...
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