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.
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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.
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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
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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%).

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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.
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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
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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.

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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
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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.
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Score: 1190768.8
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SPORT FOR DEVELOPMENT AND PEACE : TOWARDS SPORT'S ENABLING OF SUSTAINABLE DEVELOPMENT AND PEACE : REPORT OF THE SECRETARY-GENERAL
Despite the fact that the period covered in the present report does not include
the period of the Olympic Truce, related activities regarding the 2016 Rio Olympic
and Paralympic Games were initiated. Preparation of traditional United Nations
initiatives for promoting the Olympic Truce included the Secretary -General’s video
and written messages, as well as the solemn appeal made by the President of the
General Assembly on the subject (A/70/983). (...) For instance, opportunities for participation in sport
for ethnic minorities and in rural areas were enhanced through the National
Traditional Games of Ethnic Minorities, the Sport in the Rural Area programme and
the National Farmers’ Games.
33. (...) The Department supported a run in
New York City to promote sport and the seventieth anniversary of the United
Nations, as well as activities of United Nations information centres, such as
translations (e.g. of the Secretary-General’s message to the first World Indigenous
Games into Portuguese by the centre in Rio de Janeiro) or subtitling (e.g. in
Japanese for the video on Acakoro Football by the centre in Tokyo).

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Score: 1175278.8
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FINANCIAL REPORT FOR THE TRUST FUNDS FOR THE VIENNA CONVENTION FOR THE PROTECTION OF OZONE LAYER AND THE MONTREAL PROTOCOL ON SUBSTANCES THAT DEPLETE THE OZONE LAYER FOR THE FISCAL YEAR 2020
The thrust of the 2020 communication objectives was to develop the foundations of an
education-driven campaign ‒ Reset Earth ‒ targeting a younger audience (Generation Z), which
entailed the development and dissemination of a powerful and impactful animation (feature-length and
also available in three shorter bite-size episodes designed for classroom use) and video game to
communicate the importance of the ozone layer and the need to protect and preserve it, support climate
change mitigation and stimulate conversation about environmental protection among students.
2. (...) Various social media platforms used by the
United Nations Environment Programme were utilized, as well as traditional and gaming online media
and children’s education and entertainment publications. (...) An additional video
commissioned to commemorate the Vienna Convention highlighted some of the achievements of
ozone protection to date.
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