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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 study of scientific publishing spans both scientific and scholarly research publishing. The analysis covers: scientific, technical and medical (STM); social sciences, humanities and arts publishing; journals, research monographs, reference books and research databases as forms of content;...
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Countries are increasingly using digital technologies within their Sanitary and Phytosanitary (SPS) systems and the disruptions caused by the COVID-19 pandemic are accelerating this evolution. While countries are increasing their use of digital tools, digital technologies still have significant...
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This report acts as a descriptive guide to the experience of digital identity for individuals and a potential departure for future work to realise the opportunities offered by trusted and portable digital identity. It presents the policy and normative context for digital identity, uses of...
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