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.
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