在听音乐的青少年占9%,接下来是使用互联网和玩电子游戏(各占6%),最后是读报刊出版物(0.2%)。
Teens reported listening to music 9% of the time, followed by Internet use and video gaming (6% each) and, finally, reading printed media (0.2%).
研究的创意产业行业包括软件、多媒体、电子游戏、时装设计、出版、研究与开发。
The set of creative industries include software, multimedia, video games, fashion design, publishing, and research and development.
研究的创意产业行业包括软件、多媒体、电子游戏、时装设计、出版、研究与开发。
The set of creative industries include software, multimedia, video games, fashion design, publishing, and research and development.
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