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42 Amendments of Martina MICHELS related to 2022/2027(INI)

Amendment 4 #
Motion for a resolution
Citation 8 b (new)
— having regard to World Health Organization’s decision about “the inclusion of gaming disorder in ICD-11 (International Classification of Diseases) as based on reviews of available evidence and reflecting a consensus of experts fromdifferent disciplines and geographical regions that were involved in theprocess of technical consultations undertaken by WHO in the process of ICD-11development”; having regard that “the inclusion of gaming disorder in ICD- 11follows the development of treatment programmes for people with healthconditions identical to those characteristic of gaming disorder in many partsof the world, and will result in the increased attention of healthprofessionals to the risks of development of this disorder and, accordingly, torelevant prevention and treatment measures”,1a _________________ 1a WHO https://www.who.int/news- room/questions-and- answers/item/addictive-behaviours- gaming-disorder
2022/05/31
Committee: CULT
Amendment 5 #
Motion for a resolution
Citation 8 c (new)
— having regard to International Olympic Committee’s decision to launch the Olympic Virtual Series (OVS), “the first-ever, Olympic-licensed event for physical and non-physical virtual sports”, as “a new, unique Olympic digital experience that aims to grow direct engagement with new audiences in the field of virtual sports, as in line with Olympic Agenda 2020+5 and the IOC’s Digital Strategy”, as it encourages “sports participation and promotes the Olympic values, with a special focus on youth”1a; _________________ 1a International Olympic Committee (IOC) https://olympics.com/ioc/news/internation al-olympic-committee-makes-landmark- move-into-virtual-sports-by-announcing- first-ever-olympic-virtual-series
2022/05/31
Committee: CULT
Amendment 8 #
Motion for a resolution
Recital A
A. whereas the video game ecosystem has become a leading cindustry and its whole ecosystem has become an important element of the Cultural and cCreative industry Sectors(CCIS) across Europe and all over the world, with an estimated European market size of EUR 23.3 billion in 202011 , and has great potential for growth; whereas this, innovation, creativity and triggering positive change for the whole CCS, including about equal and fair labour and working conditions, social security coverage and a secured standard- minimum income; whereas the video game industry is the only CCIS to have experienced turnover growth during the COVID-19 crisis12 ; _________________ 11 ISFE, Europe’s Video Games Industry, ISFE-EGDF Key Facts, 2021. 12 EY, Rebuilding Europe: the cultural and creative economy before and after the COVID-19 crisis, January 2021.
2022/05/31
Committee: CULT
Amendment 14 #
Motion for a resolution
Recital B
B. whereas the video game industry employedhas a strong gender imbalance; of the approximately 87 000 peopleemployees in Europe in 201913 , ofnly an estimated 20 % are whom only an estimated 20 %en14 , while in 2019 only a 5% of video games protagonists were female, lower than a 9% in 201515a, while 47% of European video gamers are women14 6a; _________________ 13 ISFE, Europe’s Video Games Industry, ISFE-EGDF Key Facts, 2021. 14 Ibid. 15a https://www.wired.com/story/e3-2019- female-representation-videogames 16a https://www.isfe.eu/wp- content/uploads/2021/10/2021-ISFE- EGDF-Key-Facts-European-video- games-sector-FINAL.pdf
2022/05/31
Committee: CULT
Amendment 23 #
Motion for a resolution
Recital D
D. whereas the video game industry has a complete value chain based on innovation and creativity, bringing together a wide range of skills and know-how; whereas a video game is first and foremost a work of intellectual property (IP) onf its creators - developers, producers, programmers, graphic designers, composers, musicians and a range of other workers in the sector - on the creative work and contribution of which the value chain is based;
2022/05/31
Committee: CULT
Amendment 29 #
Motion for a resolution
Recital E a (new)
E a. whereas video games are complex creative works protected both by the computer programs directive 2009/24 and the copyright directive 2001/29 also updated by 2019/790, and have a unique and creative value as recognised by the Court of Justice of the EU1a. _________________ 1a Judgement of the CJEU Case C-355/12.
2022/05/31
Committee: CULT
Amendment 32 #
Motion for a resolution
Recital E b (new)
E b. whereas video games constitute complex matter comprising not only a computer program but also graphic and sound elements, which, although encrypted in computer language, have a unique creative value which cannot be reduced to that encryption. In so far as the parts of a video game, in this case, the graphic and sound elements, are part of its originality, they are protected, together with the entire work by copyright in the context of the system established by Directive 2001/29 as recognised by the Court of Justice of the European Union;
2022/05/31
Committee: CULT
Amendment 35 #
Motion for a resolution
Recital F
F. whereas competitive video gaming, otherwise known as e-sport, could be considered not only part of the video game sector, but also part of the culture, media and sports sectors and media, and has clear digital and competitive elements;
2022/05/31
Committee: CULT
Amendment 36 #
Motion for a resolution
Recital G
G. whereas the video game and e- sports ecosystems are strongly impacted by technological, research and creative innovation and must constantly be reinvented, and in high speeds, because otherwise it is not possible to survive, and therefore should receive specialized support by relevant European policies;
2022/05/31
Committee: CULT
Amendment 47 #
Motion for a resolution
Recital K b (new)
K b. whereas videogames area cultural product whose production relies on large investments in Research and Innovation; whereas the video games sector has been a pioneer in artificial intelligence, virtual reality, enhanced computing capabilities, which spills over to other sectors; whereas the innovative value of the sector should also be acknowledged, as much as its cultural added-value;
2022/05/31
Committee: CULT
Amendment 52 #
Motion for a resolution
Recital M
M. whereas e-sports differ from traditional sports in that they are digital by definition; whereas e-sport is a phenomenon that takes place in an essentially private setting, with the IP and competition rights belonging to the game publisheris essentially organised by private entities, with the IP rights belonging to the game publisher and competition rights either to the game publisher or arranged on a contract-by-contract basis, although the users are citizens with fundamental rights that should be fairly and equally protected according to the EU Charter of Fundamental Rights in this complex space;
2022/05/31
Committee: CULT
Amendment 56 #
Motion for a resolution
Recital N
N. whereas e-sports is a massn increasingly popular entertainment activity, characterised by both a large video game player base and a small number of professional teamplayers and teams; whereas e- sports can be practiced at amateur, semi- professional, or professional level by teams and players;
2022/05/31
Committee: CULT
Amendment 61 #
Motion for a resolution
Recital N a (new)
N a. whereas e-sports starts with amateurism and may lead to many different professional career paths, a lot of which are newly-created and in the context of and facilitating the European digital shift;
2022/05/31
Committee: CULT
Amendment 70 #
Motion for a resolution
Recital O b (new)
O b. whereas there is no cohesive EU strategy on video games and e-sports to align with the growing European video game industry and its impact on the Cultural and Creative Sectors and on our whole economy and society, which could be rather beneficial only if appropriate EU policy is set in place, while without timely EU regulation the high speed of the growth of the video games and e-sports are about to bring challenges in the near EU future, that will force the EU to take action, yet not proactively;
2022/05/31
Committee: CULT
Amendment 71 #
Motion for a resolution
Paragraph 1
1. Calls on the Commission and the Council to formally acknowledge the value of the video game ecosystem as a major CCIS with strong potential for growth and innovation; calls for the development of a long-term European video game strategy, also taking into account e- sports, building upon the targets of the2030 Digital Compass Communication, to enhance access to talent and financing, to address the shortage of digital skills, and to provide reliable infrastructures and connectivity;
2022/05/31
Committee: CULT
Amendment 77 #
Motion for a resolution
Paragraph 1 a (new)
1 a. Urges the Commission to properly reflect the role of those who create video games -e.g. producers, developers, programmers, graphic designers, composers, musicians and all video games workers - in any EU strategy on the video game sector and to ensure that they benefit fairly and adequately from the sector's economic boom and any political decisions and actions at Union and Member State level;
2022/05/31
Committee: CULT
Amendment 85 #
Motion for a resolution
Paragraph 3
3. Calls on the Commission to map and define the European video game industry, and to foster the creation of a ‘European Video Game’ label, as well as initiatives at local, national, regional and European level ensuring that European videogame developers receive national and international recognition and exposure to new markets to improve their discoverability and encourage the dissemination of video games created in Europe; notes however that αEuropean video game label in itself may not suffice to improve discover ability and dissemination; highlights that European studios need support in order to improve access to trade missions and attend the market places where publishers and distributors are present to promote and market their creations; suggests the Commission to support the creation of national and European game awards as they are important for such promotion and recognition;
2022/05/31
Committee: CULT
Amendment 88 #
Motion for a resolution
Paragraph 3
3. Calls on the Commission to map and define the European video game industry, and to foster the creation of a ‘European Video Game’ labinitiatives at national and European level to improve the discoverability and encourage the dissemination of video games created in Europe;
2022/05/31
Committee: CULT
Amendment 92 #
Motion for a resolution
Paragraph 4
4. Calls on the Commission to create a European Video Game Observatory, as well as to ensure that there are clear NACE statistical classification categories for the video game sector and for e sports to provide decision-makers and stakeholders with harmonised data, assessments and concrete recommendations with a view to developing the sector and improving the working conditions of all those employed in it, leaving no one behind;
2022/05/31
Committee: CULT
Amendment 96 #
Motion for a resolution
Paragraph 5
5. Welcomes the Council’s position on a European strategy for the cultural and creative industrial ecosystem, in particular on the definition, protection and promotion of our strategic cultural assets; declares its readiness to move forward on this subject, in particular with regard to European video game studios and catalogues; equally calls on the European Commission to include video games in the sectors to be covered by the General Block Exemption Regulation;
2022/05/31
Committee: CULT
Amendment 101 #
Motion for a resolution
Paragraph 6
6. Calls on the Commission to explore synergies between the video game sector and its innovation strategy, in particular in the context of research on the metaverse, without losing sight of the e-sports phenomenon as well as protection of data privacy and cybersecurity challenges;
2022/05/31
Committee: CULT
Amendment 102 #
Motion for a resolution
Paragraph 6 a (new)
6 a. Highlights the boost that videogames provide for EU’s digital strategy as well as innovation, artificial intelligence, high performing computing, digital skills, connectivity, European Digital Identity and a new generation of technologies and therefore calls the Commission to include videogames in all funds relevant to the Digital shift and the priority “A Europe fit for the digital age”;
2022/05/31
Committee: CULT
Amendment 104 #
Motion for a resolution
Paragraph 7
7. Highlights that, owing to their wide audience and digital component, video gaming and e-sports have significant social and cultural potential to strengthen social cohesion connecting Europeans of all ages, genders and backgrounds, including older people and people with disabilities, leaving no one behind and therefore videogames and e-sports should be considered as at core of the European Cohesion Policy 2021-2027 and receive as well relevant support and funding such as from the European Regional Development Fund (ERDF), the European Social Fund+ (ESF+), the Cohesion Fund, the Just Transition Fund (JTF),Interreg and the overall 2021-2027 Cohesion Policy Fund;
2022/05/31
Committee: CULT
Amendment 109 #
Motion for a resolution
Paragraph 8
8. Stresses that video games and e- sports canhave a great potential to promote European history, identity, heritage, values and diversity through immersive experiences that to a large extent hasn't been unleashed yet;
2022/05/31
Committee: CULT
Amendment 111 #
Motion for a resolution
Paragraph 8 a (new)
8 a. Highlights the unique power videogames and e-sports have in cultivating and establishing European values in a broad audience including among the youth; calls therefore the Commission to explore synergies and actions in order to promote European values through videogames and e-sports; suggests in this respect to especially focus on gender balance regarding women employees and in decision-taking positions, as well as equal representation of the female narrative including as video games leading heroines;
2022/05/31
Committee: CULT
Amendment 120 #
Motion for a resolution
Paragraph 10
10. Stresses that video games can quicklwith an almost 50 years1a of history has already become heritage to be preserved and promoted; suggests that support be provided for the creation of an archive preserving the most culturally significant European video games; heritage and exploring new forms of promoting European heritage through videogames; _________________ 1a https://www.museumofplay.org/video_ga mes/
2022/05/31
Committee: CULT
Amendment 125 #
Motion for a resolution
Paragraph 11
11. Insists that video games can be a valuable teaching tool for actively involving learners in a school curriculum; a;believes that the deployment of video games in school should be done in parallel with raising teachers’ awareness of how best toenhancing schools’ level of equipment and connectivity, and calls member states and the Commission to take action in order to raise teachers’ awareness and provide them for free with training skills opportunities on how to best use video games in their teaching;
2022/05/31
Committee: CULT
Amendment 131 #
11. Insists that video games can be a valuable teaching tool for actively involving learners in a curriculum; believstresses that the deployment of video games in school should be done in parallel with raising teachers’ awan uptake in schools’ connectivity and teachers’ upskilling aren ess of how best to use video games in their teachingential to ensure a successful integration of ICT and games in education;
2022/05/31
Committee: CULT
Amendment 136 #
Motion for a resolution
Paragraph 11 b (new)
11 b. Stresses that video games provide opportunities for inclusion thanks to their easiness of access, which in turn enables players of various demographics, skills, and socio-economic background to engage with video games or esports; equally recognises that half of the players are women, and that initiatives have been taken by the sector to include people with Disabilities;
2022/05/31
Committee: CULT
Amendment 137 #
Motion for a resolution
Paragraph 11 c (new)
11 c. Regrets that teacher training in ICT is found1a as rarely compulsory, leading most teachers end in gup devoting their spare time to develop these skills; reminds therefore Member States of their important role to promote all forms of professional development, including incorporating digital skills in the curriculum of initial teacher training and in-service training of teachers, as well as guiding schools in incorporating the goals on digital technologies in school policies, strategies and overall vision; calls the Commission and member states to enhance collaboration and coordination improving opportunities offered from Erasmus+tools for exchanging best practices, peer learning and professional development of teachers at EU level, such as eTwinning, School Education Gateway, Teacher Academy and SELFIE, as well as to scaleup their relevant efforts including by integrating eTwinning in the curriculum and rewarding the use of those tools; _________________ 1a https://digital- strategy.ec.europa.eu/en/library/2nd- survey-schools-ict-education-0
2022/05/31
Committee: CULT
Amendment 138 #
Motion for a resolution
Paragraph 11 d (new)
11 d. Regrets that only1 from 5 European students have access to to high- speed Internet above 100mbps, while different speeds among member-states and remoted areas in terms of digitalization, availability of bandwidth, internet access and internet literacy as well as a lack of equipment are found1a as major barriers from using videogames and overall ICT tools in schools, hindering access to up-to-date resources or access to online learning platforms and bandwidth-demanding applications such as video streaming or video conferencing, mostly needed in the digital shift of Europe and also shown by the pandemic; calls therefore the Commission and member states to strengthen their efforts to the achievement of the Gigabit connectivity goal which is currently out of sight and ensure the future of Connected Europe Facility Programme’s aim to support access to Gigabit connectivity for socio-economic drivers including schools; _________________ 1a https://digital- strategy.ec.europa.eu/en/library/2nd- survey-schools-ict-education-0
2022/05/31
Committee: CULT
Amendment 141 #
Motion for a resolution
Paragraph 12
12. Recalls the importance of European training courses dedicated to the video game professions; stresses the importance of developing leading educational programmes in Europe, providing officially recognised University degrees, focusing on video games and of pursuing a proactive policy to foster gender equality and inclusivity in the sector; suggests the Commission to support the establishment of a European coordinating authority in this respect such as a European Videogames Academy;
2022/05/31
Committee: CULT
Amendment 144 #
Motion for a resolution
Paragraph 12 a (new)
12 a. Stresses that an uptake in schools’ connectivity and teachers’ upskilling are essential to ensure a successful integration of ICT and games in education; calls member states and the Commission to invest funds in developing more official training curricula and University degrees on videogames and eSports for teachers, as well as for professional trainers, coaches and talent- developers, as well as to invest funds for providing the relevant equipment and facilities needed for such studies and University programmes;
2022/05/31
Committee: CULT
Amendment 154 #
Motion for a resolution
Paragraph 13
13. Welcomes the work carried out by Pan European Game Information (PEGI) since 2003 to inform video game players and parents about the content of video games and in protecting minors from potentially inappropriate content; recalls that the role of parents is key in ensuring that children play video games safely; welcomes the parental control tools put in place by the sector to support parents and players; recommends public and private partnerships to educate and inform parents and schools;
2022/05/31
Committee: CULT
Amendment 160 #
Motion for a resolution
Paragraph 13 a (new)
13 a. Calls on the Commission to ensure early, timely, regular and efficient stakeholders’ and Civil society’s involvement, leaving no one behind, in any action and decision taken at Union level on videogames and esports, especially with regards to developing a long-term strategy;
2022/05/31
Committee: CULT
Amendment 173 #
Motion for a resolution
Paragraph 14
14. Considers that e-sports and traditional sports are different sectors, especially given the fact that video games used for competitive gaming or e-sports belong to a private entity and are played in a digital environment; believes, however, that they may complement each other and promote similar values and skills, such as fair play, teamwork, antiracism, anti-hate speech, social inclusion and gender equality;
2022/05/31
Committee: CULT
Amendment 181 #
Motion for a resolution
Paragraph 15
15. Believes that, owing to the borderless nature of the discipline, the European UnionUnion level is the appropriate levelframework at which to address the challenges of e- sports; encourages the introcalls the Commission for the conduction of European mapping of all e-sports actors at local, regional and national level in the EU, as well as its promotion with campaigns and other publication and awareness tools, enabling Europeans to get in touch with structures close to them, as well as facilitating the organisation of competitions and encouraging amateur e- sports;
2022/05/31
Committee: CULT
Amendment 184 #
Motion for a resolution
Paragraph 16
16. Calls on the Commission to develop, in partnership with publishers, clubs, team organizations, and tournament organisers and associations, including amateurs, as well as with representatives of professional and amateur e-sports players, a charter to promote European values in e-sports competitions; suggests in this respect the promotion of human dignity, freedom, democracy, equality, rule of law, human rights, as well as peace, justice, sustainable development, gender balance, protection of the rights of the child and all vulnerable groups, social inclusion, scientific and technological progress, solidarity and cultural diversity;
2022/05/31
Committee: CULT
Amendment 194 #
Motion for a resolution
Paragraph 17
17. AskCalls the Commission, to study the possibility ofhe Council and member states to creatinge a framework for of harmonised rules regarding the employment status of professional e-sport players ensuring fair contracts and labour and working conditions, social security coverage, a minimum standard income and a European Fund for professional e- sports players and all workers in the sector; calls the Commission, the Council and member-states to create and expand such a framework for all artists and workers in the Cultural and Creative Sectors across the EU, leaving no one behind;
2022/05/31
Committee: CULT
Amendment 197 #
Motion for a resolution
Paragraph 17 a (new)
17 a. Asks the Commission to study the level of development of e-sports in the different member states, including the state and conditions of the labour market, to document the feasibility of a European framework for harmonised rules regarding the employment status of professionale-sport players and all workers in the sector;
2022/05/31
Committee: CULT
Amendment 200 #
Motion for a resolution
Paragraph 18
18. Calls on the Member States and the Commission to consider the creation of a visa for professional e-sport players, similar to the Schengen sports visaapply the Schengen visa for Cultural/Sports/Religious Event and Film Crews to e-sports competitions, to be applicable to all personnel involved in running the competitions and participating in them, including e-sports players and all workers in the sector;
2022/05/31
Committee: CULT
Amendment 204 #
Motion for a resolution
Paragraph 19
19. Warns that intensive video gaming, if not safely used in particular for players seeking to become can lead both professionals, can lead or amateurs to addiction and toxic behaviour; believes that the EU should adopt a responsible approach to video games and e-sports by promoting them as part of a healthy lifestyle including physical activity and real-life social interaction;
2022/05/31
Committee: CULT