2009

Statistics

Qualified Subscriptions: 399

Products by Platform
Broadband/online
309
Mobile Content
5
Cross Media
5
Offline/DVD, CD-Rom or Video Materials
74
Games Platform
2
Interactive TV
1
Kiosks / Installation
3
Products by Category
e-Government
47
e-Health
10
e-Inclusion
9
e-Science
17
e-Business
188
e-Banking
16
e-Media
30
e-Entertainment
11
e-Learning
54
e-Culture
17

Award Categories


e-Government
Empowering citizens and serving public services clients; fostering quality and efficiency of information exchange and communication services in governmental and public administrative processes.
e-Health
Developing the consumer-centered model of health care where stakeholders collaborate, utilizing ICT, including internet technologies to manage health issues as well as the health care system.
e-Inclusion
All measures supporting IT integration of least developed countries into the Information Society. Reducing the "digital divide" and content gap between technology-empowered and technology-excluded communities and groups - such as rural areas and women.
e-Science
Fostering global collaboration in key areas of science, and the next generation of infrastructure that will enable it; providing measures to promote and demonstrate scientific processes and make them accessible to citizens.
e-Business
Support and optimization of business processes; creation of new business models in e-Commerce and m-Commerce, business to business, business to consumers, internet security and other areas; supporting SMEs on the marketplace.
Special Mentions
BEA is showcasing these "Special Mentions" products as they were potential winners, for they couldn't be in the finalist for a reason or another.
e-Banking
Supporting banks that provides services to consumers electronically.
e-Media
All parties and agencies covering news, events and provides information services electronically.
e-Entertainment
Supplying digitized entertainment products and services; entertaining the user in this world's variety of languages and its cultural diversity; supporting movement from one-way to two-way, from single to multiple players.
e-Learning
Serving the needs of learners to acquire knowledge and skills for a complex and globalizing world; transforming schools, universities and other educational institutions through interactive, personalized and distributed learning resources.
e-Culture
Preserving and presenting cultural heritage in line with the challenges of the future; demonstrating valuable cultural assets clearly and informatively using state-of-the-art technology.

Winners

 

 

 

 

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