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.
应用推荐