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INTERNET FILTER UPGRADE
The purpose of the present circular is to inform staff members and other authorized users of information and communications technology (ICT) resources about an upgrade of the Secretariat’s system that controls access to the Internet, including, but not limited to, the use of the web, e-mail, instant messaging, social and peer-to-peer networking, video and photo sharing, video and audio streaming and voice-over Internet protocol services. 2. (...) 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. (...) Permitted, time limited or bandwidth restricted Streaming audio Real-time streaming audio content, including Internet radio and audio feeds. Streaming video Real-time streaming video, including Internet television, web casts and video sharing.
Language:English
Score: 1284829.7 - daccess-ods.un.org/acce...t?open&DS=ST/IC/2014/27&Lang=E
Data Source: ods
DEVELOPMENT OF DIGITAL ARABIC CONTENT: INCUBATION REQUIREMENTS AND TRAINING NEEDS
A "console game" is played on a specialized electronic device that connects to a standard television set or composite video monitor. (...) There may be games that bridge one or more platforms. There are also platforms that have non video game variations such as in the case of electro-mechanically based arcade machines. There are also devices with screens which have the ability to play games but are not dedicated video game machines.
Language:English
Score: 1262631.2 - https://daccess-ods.un.org/acc.../2010/TECHNICAL PAPER.3&Lang=E
Data Source: ods
BUSINESS MODELS FOR DIGITAL ARABIC CONTENT PROJECT : PROMOTION OF THE DIGITAL ARABIC CONTENT INDUSTRY – PHASE II
However, many software developers and game publishers are collecting revenue from the sale of content to consumers. In the case of corporate applications, there are news and social games which have a traffic based business model. (...)  Innovative entertainment applications: creative, appealing and addictive games are now available from game publishers such asZynga (TexasHold’m), Rovio (Angry Birds), Chillingo , etc
Language:English
Score: 1239235.4 - https://daccess-ods.un.org/acc.../2013/TECHNICAL PAPER.1&Lang=E
Data Source: ods
STATUS OF THE DIGITAL ARABIC CONTENT INDUSTRY IN THE ARAB REGION
OECD Classification of Media and Content Industries (MCI) Based on ISIC Rev. 4 ISIC Rev 4 Information and communications 58 Publishing activities 63 Information service activities 62 Computer programming, consultancy and related activities 61 Telecommunications 60 Programming and broadcasting activities 59 Motion picture, video and television programme production, sound recording and music publishing activities 6391 N ew s agency activities 6399 O ther inform ation service activities (not elsew here classified) 639 O ther inform ation service activities 602 T elevision program m ing and broadcasting activities 612 W ireless telecom m unications 613 Satellite telecom m unications 619 other telecom m unications 601 R adio broadcasting 611 W ired telecom m unications 592 Sound recording and m usic publishing activities 591 M otion picture, video and television program m e activities 581 Publishing of books, periodicals and other publishing activities 5912 M otion picture, video and television program m e post-production 5913 M otion picture, video and television program m e distribution activities 5914 M otion picture projection activities 5911 M otion picture, video and television program m e production 5812 Publishing of directories and m ailing lists 5813 Publishing of new spapers, journals and periodicals 5819 O ther publishing activities 5811 B ook publishing 6202 C om puter consultancy and com puter facilities m anagem ent activities 6209 O ther inform ation technology and com puter service activities 620 C om puter program m ing, consultancy and related activities 6201 C om puter program m ing activities 15 Table (2).Categorization of creative industries Sector SIC code Description Sector SIC code Description Advertising 74.40 Architecture and engineering activities and related technical consultancy Publishing 22.11 Publishing of books Art and antiques 52.48 Other retail in specialized stores 22.12 Publishing of newspapers 52.50 Retail sale in specialized stores 22.13 Publishing of journals and periodicals Crafts Majority of businesses too small to be picked by business surveys 22.15 Other publishing Design No matches 92.40 News agency activities Designer fashion Selected 4-digit codes, 17 and 18 Clothing manufacture Software, computer games and electronic publishing 22.33 Reproduction of computer media 74.87 Other business activities not classified elsewhere 72.21 Publishing of software Video, film and photography 22.32 Reproduction of video recording 72.22 Other software consultancy and supply 74.81 Photographic activities Radio and TV 92.20 Radio and television activities 92.11 Motion picture and video production 92.12 Motion picture and video distribution 92.13 Motion picture projection Music and the visual and performing arts 22.14 Publishing sound recordings 22.31 Reproduction of sound recording 92.31 Artistic and literary creation and interpretation 92.32 Operation of arts facilities 92.34 Other entertainment activities not classified elsewhere 92.72 Other recreational activities not classified elsewhere 16 Figure (2).UNCTAD Classification of creative industries Creative Industries Virtual arts Painting, sculptures, photography and antiques Creative services Architectural, advertising, creative RD, cultural recreational Traditional cultural expressions Art crafts, festivals and celebrations New media Software, video games, digitised creative content Audiovisuals Film, television, radio, other broadcasting Performing arts Live music, theatre, dance, opera, circus, puppetry, etc. (...) A wide range of digital content is accessed by internet users in the UK including computer software, videos, films, music, games, e-books, ring tones and apps. (...) Around four in ten home internet connections are used for playing games (38%), downloading music or videos (37%) or watching videos (40%).
Language:English
Score: 1230060.45 - daccess-ods.un.org/acce.../2012/TECHNICAL PAPER.4&Lang=E
Data Source: ods
THE NEW INFORMATION TECHNOLOGIES AND WOMEN: ESSENTIAL REFLECTIONS
Seductions and alienation in video games. The first steps in technological education .................. 21 V. (...) Using various theoretical and methodological approaches, the majority of papers have studied just a few aspects of this phenomenon: the differences between men and women in their styles of communication and in the construction and presentation of their own image, their preferences in using the various tools offered by this communication network, and, as a special case, the images and values transmitted by video games and in the way in which they affect the technological skills of boys and girls. (...) A fascinating initiative in this connection is the Turing Game, a game created by the Georgia Institute of Technology for understanding identity issues online.
Language:English
Score: 1224708.1 - HTTP://DACCESS-ODS.UN.ORG/ACCE...GET?OPEN&DS=LC/L.1742-P&LANG=E
Data Source: ods
VISUAL PRESENTATION OF DATA : MAKING DATA MEANINGFUL THROUGH EFFECTIVE TABLES, GRAPHS AND MAPS : NOTE / BY THE UNITED NATIONS ECONOMIC COMMISSION FOR EUROPE (UNECE)
Rosling has achieved a massive audience through on-line video, an increasingly popular feature of the Internet. (...) Note the following good points: • Sub-headings and totals are in bold • Shading is used to assist with readability • Data is in hours and minutes, rather than decimals, to aid understanding • Leading zeros have been removed to reduce clutter • Footnotes provide definitions of ambiguous terms ECE/CES/GE.30/2008/8 page 8 Table 2 Use of free time1: by activity, country and sex, 20032 Data format: hours : minutes Latvia Lithuania Spain United States Women Men Women Men Women Men Women Men Activity TV and video 1 : 55 2 : 18 1 : 58 2 : 36 1 : 46 2 : 00 2 : 15 2 : 42 Socializing3 34 34 31 31 49 57 54 45 Reading4 30 25 22 22 12 16 21 16 Sport5 19 31 13 21 37 52 11 19 Hobbies and games6 4 10 4 12 7 21 18 21 Volunteer work and help7 10 10 12 15 13 7 22 17 Other free time activities 31 34 22 28 40 40 36 42 Total free time activities 4 : 03 5 : 02 3 : 45 4 : 46 4 : 25 5 : 16 5 : 00 5 : 24 1 Free time includes all other kinds of activities, e.g, volunteer work and meetings, helping other households, socializing and entertainment, sports and outdoor activities, hobbies and games, reading, watching TV, resting or doing nothing. 2 Time use represents the average time spent on an activity per day (hours and minutes per day). All persons are included, whether they have performed this activity or not, and all days of the week, as well as working and holiday periods are included. 3 Socializing includes visiting and receiving visitors, feasts, phone calls and conversation with family or friends, etc. 4 Reading includes reading periodicals, brochures, books, etc. 5 Sport includes walking and hiking, all kinds of sports (jogging, ball games, water sports, etc.) productive exercises (hunting, fishing, picking berries, etc.) and sport related activities. 6 Hobbies and games – collecting, correspondence, solo games and play, parlour games and play, gambling, etc.
Language:English
Score: 1194043.75 - daccess-ods.un.org/acce...DS=ECE/CES/GE.30/2008/9&Lang=E
Data Source: ods
THE KNOWLEDGE ECONOMY AND INFORMATION, COMMUNICATION AND SPACE TECHNOLOGY POLICY : REGIONAL STRATEGY IN ASIA AND THE PACIFIC ; COMMITTEE ON MANAGING GLOBALIZATION (4TH SESS.: PART II : 19-21 NOVEMBER 2007 : BANGKOK) ; NOTE BY THE SECRETARIAT
The Asian and Pacific region also occupies an important place in software production, mostly in ICT services but also in localized software productions, such as video games: in China only, revenue from the online gaming industry reached around US$ 1 billion at the end of 2006, with earnings reaching around US$ 4.3 billion. Software developed by China holds a 65 per cent market share on the mainland, with an additional 20 million in revenue generated by users outside China, the rest of the market being held by companies in the United States, Japan and the Republic of Korea.10 The Information Industry Ministry of China included online gaming in its 2006-2010 plan for software. Japan has two world leaders in video game hardware and is the second largest market for video games after the United States. In 2006, the total revenue of hardware and software related to video games was 5 billion dollars in the local Japanese market and 10 billion dollars in exports, totalling 14 billion dollars.11 9 http://www.wipo.int/ipstats/en/statistics/patents/patent_report_2007.html 10 “China’s online game industry on a roll” www.english.peopledaily.com.cn/200704/13/eng20070413_366346.html 11 Computer Entertainment Supplier’s Association, 2007 Games White Paper www.report.cesa.or.jp/book- list/hakusyo_2007.html E/ESCAP/CMG(4/II)/4 Page 7 29.
Language:English
Score: 1187622.7 - HTTP://DACCESS-ODS.UN.ORG/ACCE...DS=E./ESCAP/CMG(4/II)/4&LANG=E
Data Source: ods
DEFINING AND MEASURING THE DIGITAL ECONOMY
For example, the goods category electronic toys and games, including home video games (excluding cartridges, disks, and tapes) includes both digital video games and non-digital electronic toys. Conceptually, measures of the digital economy should include digital video games; however, due to data and resource constraints, the estimates presented here include the goods and services categories that BEA considers primarily digital. (...) Additionally, a single smart phone replaces a myriad of individual goods that consumers formerly individually purchased, such as a camera, a music player, a video game console, etc. There is great interest among digital economy stakeholders in determining the impact of these changes.
Language:English
Score: 1182327.9 - https://daccess-ods.un.org/acc...DS=ECE/CES/GE.20/2019/4&Lang=E
Data Source: ods
Technology Watch Reports assess new technologies with regard to existing standards inside and outside ITU-T and their likely impact on future standardization. Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. (...) ITU-T Technology Watch > Trends in Video Games and Gaming (September 2011) i Table of contents Page I. (...) Games and genres The diversity of the video games landscape is vast and elusive.
Language:English
Score: 1176331.4 - https://www.itu.int/dms_pub/it.../23/01/T23010000140002PDFE.pdf
Data Source: un
An even greater challenge has emerged as a result of the rapid development of the video game market, and the revolution in video games themselves. (...) However, from an IP law perspective, numerous aspects of video games remain unclear. These can be a problem for video game developers, publishers, and even players in some cases. (...) Some video games are even based on the idea of player participation.
Language:English
Score: 1172825.2 - https://www.wipo.int/wipo_maga...e/en/2021/02/article_0002.html
Data Source: un