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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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Is life getting better? Are our societies making progress? Indeed, what does “progress” mean to the world’s citizens? For a good portion of the 20th century there was an implicit assumption that economic growth was synonymous with progress: an assumption that a growing GDP meant life must...
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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...
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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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Digitalisation is transforming education as well as social and economic life, with implications for childhood. Early Childhood Education and Care (ECEC), with its immense potential to shape children’s early development, learning and well-being, can play a major role in addressing the...
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