The jurisdiction of regulators has changed in many countries as responsibilities, formerly with ministries, was transferred to regulators.
The development of broadband Internet access, has triggered a shift in voice traffic from traditional public switched telephone networks (PSTN) to alternative Internet Protocol (IP) networks.
This report on consumer information campaigns concerning scams, makes recommendations for five areas in which practice can be improved to ensure that scams are more effectively understood and that campaigning against them is more integrated.
This report is a major information resource on governments’ effective efforts to date to foster a shift in culture as called for in the OECD Guidelines for the Security of Information Systems and Networks: Towards a Culture of Security.
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The "Anti-Spam Regulation" paper has been prepared with the objective of aiding the development and review of anti-spam legislation strategies and arrangements in OECD member countries and non-member economies.
This report is intended to provide an understanding of the benefits and limitations of biometric-based technologies. It also includes information on existing privacy and security methodologies for assessing biometrics.
Unauthorised sharing of copyrighted works and new commercial digital delivery possibilities have thus far been a disruptive technology for the music industry. Still, the outlook for the music market in 2005 is positive due to rapidly increasing sales of (mobile) digital music services.
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After an overview of general issues relating to spam, this report suggests possible technical and legislative solutions adapted to developing countries, focusing on the fundamental role of Internet Service Providers.
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Mobile content is increasingly available over mobile platforms and mobile networks. Most common applications are music and games. This study analyses development of mobile digital content value chains and business models, drivers of mobile content dissemination and identifies policy issues.
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The computer and video game industry study analyses changing value chains and business models, prospects and challenges for off-line consoles and PCs and online and wireless games.