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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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What are the problems faced by SMEs in OECD countries and developing and transition economies in today’s globalising world? What are the framework conditions that influence SMEs’ incentives and capacities to innovate? What is the optimal role of public policy in consolidating and developing...
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Since the Seoul Declaration, access to broadband networks and the Internet have constantly increased. In terms of fixed broadband, penetration levels are close to maturity. In addition, further deployments of fibre networks have taken place; however, overall deployment of fibre is still at an early...
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This report uses a standard gravity setup to analyse the determinants of e-commerce, using data on online credit card payments by private Spanish customers of the multinational bank BBVA. The results show that the gravity model applies well to credit card payments, explaining up to 95% of the...
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This paper aims to complement the OECD Recommendation of the Council on Consumer Protection in E-Commerce by elaborating on its key principles in the context of online advertising and offering practical guidance on how to apply these principles. For these purposes, the guide provides a number of...
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