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BUSINESS MODELS FOR DIGITAL ARABIC CONTENT PROJECT : PROMOTION OF THE DIGITAL ARABIC CONTENT INDUSTRY – PHASE II
 Innovative entertainment applications: creative, appealing and addictive games are now available from game publishers such asZynga (TexasHold’m), Rovio (Angry Birds), Chillingo , etc (...)  The role of user generated content such as news reporting, citizen journalism and entertainment. This growth of online communities (i.e. more people connected to social media through Facebook, Twitter, Youtube, etc.) is changing the paradigm of the Internet and creating a major shift in the development of consumer applications such as games, productivity tools, business applications etc… (d) Mobility: Smart Phones and Apps Growth of smart phones and mobile applications has been catalyzed by several factors, such as:  The availability of affordable hardware (i.e. (...)  The sale of good quality digital content is on the rise20  Mobile will take over the TV21  The mobile apps market is estimated at $10 billion with a yearly growth rate of 100%22  The global spend on education is estimated at $4450.9bn and is stated to grow at 7%  The e-learning market currently estimated at $90bn will grow to $166.5 billion in 2015 and $255 billion in 2017 (23% CAGR between 2012 and 2017)23  Global online gaming revenue will increase by more than +10% annually from 2010 to 201624 5.
Language:English
Score: 1281505.7 - https://daccess-ods.un.org/acc.../2013/TECHNICAL PAPER.1&Lang=E
Data Source: ods
INTERNET FILTER UPGRADE
Software as a service (SaaS) and Business-to- business (B2B) Web portals for online business services; and online meetings. (...) ST/IC/2014/27 7/9 14-64178 Shopping Bartering; online purchasing; coupons and free offers; general office supplies; online catalogues; and online malls. (...) Freeware and shareware Providing downloads of free and shareware software. Games Various card games, board games, word games and video games; combat games; sports games; downloadable games; game reviews; cheat sheets; computer games and Internet games, such as role-playing games.
Language:English
Score: 1259031.6 - daccess-ods.un.org/acce...t?open&DS=ST/IC/2014/27&Lang=E
Data Source: ods
Search Close Search UNICEF Fulltext search Max Partnership announcement UNICEF publishes recommendations for the online gaming industry on assessing impact on children These recommendations were finalized during the initial phases of the COVID-19 pandemic and the implementation of physical distancing measures around the world UNICEF/UNI304647/Yuyuan Ma GENEVA, 16 June 2020 – UNICEF has published a set of  recommendations  for the online gaming industry, designed to guide and support online gaming companies through a process of incorporating child rights considerations throughout their business activities. (...) The Recommendations for the Online Gaming Industry on Assessing Impact on Children – compiled with extensive inputs from the industry – highlight some of the key child rights considerations for online gaming companies of all kinds, from game developers, publishers, distributors, platforms, esports companies and streaming services. They build on a  UNICEF Discussion Paper on Online Gaming and Child Rights  published in 2019 and extensive engagement with the online gaming community.
Language:English
Score: 1250312.2 - https://www.unicef.org/partner...stry-assessing-impact-children
Data Source: un
Search Close Search UNICEF Fulltext search Max Report Recommendations for the Online Gaming Industry Assessing the impacts of the online gaming industry on children UNICEF Armenia/Anush Babajanyan VII Highlights To explore both positive and potentially negative aspects of children’s online gaming, UNICEF Innocenti and UNICEF Child. Rights and Business unit published a Discussion Paper on Child Rights and Online Gaming in August 2019. This paper is a part of a series of similar papers tackling child rights issues within the digital sector. While preparing this paper and after its publication, UNICEF has engaged extensively with the online gaming industry in order to better understand and confirm the risks and opportunities for child rights; to identify best practices and leaders; and ultimately to be able to offer the online gaming sector a rights-based framework to understand and manage its impacts on children.
Language:English
Score: 1232661.9 - https://www.unicef.org/armenia...dations-online-gaming-industry
Data Source: un
Representatives of more than 100 educational institutions and youth organisations all over the Republic attended the online Conference ‘Educational Games for Everyone’, dedicated to the International Children’s Day. (...) Under the hat of Guguta]. The championship games take place online and attracted over 150 teams from all over the country. (...) ‘Thanks to the Project all those interested will be able to organise and conduct educational games in teams, both online and traditionally – offline.
Language:English
Score: 1223754.7 - https://www.unicef.org/moldova...-non-formal-education-republic
Data Source: un
TWELFTH STATISTICAL SURVEY ON THE INTERNET DEVELOPMENT IN CHINA : KEYNOTE PAPER / WANG ENHAI
: - Affirmative 26.8% - Possibly Yes 41.2% - Hard to say 20.7% - Possibly No 7.8% - Negative 3.5% Questions (19)-(21) are designed for those who play Internet games. (19) Gaming time that net game players spend per week: 9.9 Hours (20) Net game players’ favourite game type Multiple choices: - RPG 45.7% - RTS 16.6% - SLG 11.2% - One to one match Chess/Cards/Puzzle, etc. 68.6% - Others 2.5% (21) The aspect that game players consider the most: (Multiple choices): - Connecting speed 68.0% - Charges 40.3% - Easy to operate 36.8% - Story 33.3% - Video performance 29.4% CES/SEM.52/7 Page 17 - Music 17.5% - Relative activities 14.4% - Customer services 19.5% - Others 2.1% (22) Your comment on the influence of net games on players’ study/work/life: - Enormous 10.1% - Big 25.3% - So so 27.5% - Small 23.6% - Not at all 13.5% (23) Have your computer ever been invaded within last 12 months? (...) In accordance with the statistical theories and International common practice, based on the previous 11 statistical surveys, we adopted computer auto online searching, online survey, offline sampling and receive statistics from relevant institutions. (...) CES/SEM.52/7 Page 21 Online survey 5. The online survey focuses on understanding the situation, custom of the Internet users in accessing the Internet and their views on some hot issues.
Language:English
Score: 1220822.8 - daccess-ods.un.org/acce...et?open&DS=CES/SEM.52/7&Lang=E
Data Source: ods
COVID-19 caused an explosion in online gaming among all age groups, pointing out that gaming has become a central element of entertainment in the 21st century, and one of the fastest growing industries in the world. (...) However, as with other online activities in which children participate, negative experiences can also be experienced during gaming. (...) The conference will present the first national research on the impact of the gaming industry on children conducted by UNICEF through its U-Report platform, based on the Recommendations for the online gaming industry on assessing impact on children .
Language:English
Score: 1212046.6 - https://www.unicef.org/serbia/...esponsible-gaming-and-children
Data Source: un
IMPLEMENTATION OF THE OBJECTIVES OF THE INTERNATIONAL YEAR OF THE FAMILY AND ITS FOLLOW-UP PROCESSES: REPORT OF THE SECRETARY-GENERAL
While mothers are more likely to engage with children on social media, fathers are more likely to engage with their children through video games.5 Both types of activities have a potential to foster closeness and provide opportunities for communication and for monitoring of both the content and the quality of children’s online engagement. 18. While playing video games together, children experience an appreciation of their parents’ interest in the media important to them, while parents can both evaluate the games their children are engaged in playing and discuss sensitive issues associated with game content. (...) On the other hand, individual engagement in ICT-related activities, while serving as a source of entertainment and relaxation, may lead to conflict within families arising from concerns related to proper use of new technologies, diminished family time and risk of addiction (for example, to online gaming), as well as potential exposure to online predators and cyberbullying.
Language:English
Score: 1211174.5 - https://daccess-ods.un.org/acc...nsf/get?open&DS=A/77/61&Lang=E
Data Source: ods
Co-view and co-play with your child online. This will help you better understand what they are doing and why they enjoy an app, game or website, as well as providing a great opportunity to start conversations about online safety. 3. (...) For a healthy balance, encourage offline as well as online games and activities, such as home exercise, playing board games, drawing and reading books. If your child is online gaming, it is important to be aware of risks, including: • spending too much time gaming, which can have negative impacts on your child’s health, ability to study, and social and emotional wellbeing • cyberbullying and grooming through online or in-game chat • games with gambling-like elements which can normalise gambling for young people • costs of in-game spending.
Language:English
Score: 1205168.5 - https://www.itu.int/en/ITU-D/C...0the%20COVID-19%20pandemic.pdf
Data Source: un
Dialogica includes instructions for conducting educational games and 17 ready-made games on Sustainable Development Goals, as well as a separate ‘Stop Bullying’ game. (...) Important: children with special needs can also participate in edutainment activities. An educational game can be conducted as: a school lesson (30-45 minutes) a component part of your event program (20-60 minutes) a stand-alone event (90-180 minutes) an online event (30-90 minutes) Ассоциация интеллектуальных игр Республики Молдова Dinu Putere, a youth leader from Abaclia village, Basarabeasca district: ‘I participated in online trainings on the use of the Guide, and as part of my homework I conducted a game for young people in Abaclia. (...) Conducting an educational game Everything you need to know Have a look Find out more Press release 27 October 2020 More than 200 teams participated in an educational online game celebrating the 75th Anniversary of the United Nations.
Language:English
Score: 1203642.4 - https://www.unicef.org/moldova...-educational-games-adolescents
Data Source: un