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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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This report explores the scope and magnitude of selected product safety challenges faced by consumers when purchasing tangible goods via e-commerce. It provides an overview of the government and business initiatives that have been carried out to protect consumers from three categories of unsafe...
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In April 2015, 25 jurisdictions participated in an OECD product safety sweep to determine the extent to which a selected number of products identified as: i) banned or recalled from the market; ii) presenting inadequate product labelling and safety warnings; or iii) not meeting voluntary and...
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Are there computers in the classroom? Does it matter? Students, Computers and Learning: Making the Connection examines how students' access to and use of information and communication technology (ICT) devices has evolved in recent years, and explores how education systems and schools are...
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Are the new information and communication technologies transforming education and learning in OECD countries? There is certainly an upsurge in investigations and inquiries into e-learning by all kinds of parties and interest groups -- governmental, professional, commercial -- and from education...
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