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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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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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Drawing on an expanding array of intelligent web services and applications, a growing number of people are creating, distributing and exploiting user-created content (UCC) and being part of the wider participative web. This study describes the rapid growth of UCC and its increasing role in...
Persistent link: https://www.econbiz.de/10012442868
This report provides an overview of the policies and procedures for addressing terrorist and violent extremist content (TVEC) across the global top 50 online content sharing services, with a focus on transparency. It finds that only five of the 50 services issue transparency reports specifically...
Persistent link: https://www.econbiz.de/10012312418