BETA

27 Amendments of Irena JOVEVA related to 2022/2027(INI)

Amendment 3 #
Motion for a resolution
Citation 8 a (new)
— having regard to its resolution of 20 October 2021 on the situation of artists and the cultural recovery in the EU (2020/2261(INI)),
2022/05/31
Committee: CULT
Amendment 25 #
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 for writing, design, digital development, publishing, distribution or localisation; whereas a video game is first and foremost a work of intellectual property (IP) on which the value chain is based;
2022/05/31
Committee: CULT
Amendment 38 #
Motion for a resolution
Recital H
H. whereas these ecosystems still lack the harmonised data, definitions and legal frameworks required to enable them to embrace their full potential; whereas this support is sometimes direct, as with the Creative Europe programme, or indirect, for example via Horizon Europe; whereas public policies in favour of video games are often incorporated into the audiovisual field;
2022/05/31
Committee: CULT
Amendment 42 #
Motion for a resolution
Recital K a (new)
K a. whereas video games have proven to be a powerful, cross-sectoral medium, at the confluence of arts and technologies, building on the experiences of various artistic techniques while intertwining them with innovative technologies;
2022/05/31
Committee: CULT
Amendment 43 #
Motion for a resolution
Recital K a (new)
K a. whereas video games bear a dual role of in the ecological transition, both as an industry that must act to become more ecological, and as a medium for raising players' awareness of climate and environmental issues;
2022/05/31
Committee: CULT
Amendment 60 #
Motion for a resolution
Recital N
N. whereas e-sport is a mass entertainment activity, characterised by both a large video game player base and a small number of professional teams;
2022/05/31
Committee: CULT
Amendment 63 #
Motion for a resolution
Recital O
O. whereas the video game and e-sport sector is above all founded on a highly internationalised market with few barriers to the circulation of goods and services; whereas access to the latest hardware and software is critical for the dynamism and competitiveness of the European video game and esport ecosystems;
2022/05/31
Committee: CULT
Amendment 65 #
Motion for a resolution
Recital O a (new)
O a. whereas, as in many creative sectors, workers in the video game sector in the run-up to the release of a game are particularly subject to a very high work rate, known as "crunch", consisting of often unpaid overtime; whereas these working conditions can be detrimental to workers;
2022/05/31
Committee: CULT
Amendment 67 #
Motion for a resolution
Recital O a (new)
O a. whereas, although the European Union is a major player in the video game ecosystem, the industry is largely dominated by extra European players;
2022/05/31
Committee: CULT
Amendment 79 #
Motion for a resolution
Paragraph 2
2. Considers that the creation of a truly integrated European video game sector entails increasing the number of co- productions involving European actors; welcomes the fact that the Creative Europe Programme funds the European video game sector; regrets, however, the low amount of funding committed so far, and the fact that the eligibility criteria are not adapted to the sector’s needs, especially for SMEs;
2022/05/31
Committee: CULT
Amendment 81 #
Motion for a resolution
Paragraph 2 a (new)
2 a. Underlines that the growing video game sector offers an increasing number of new job opportunities for many cultural creators, such as game developers, designers, writers, music producers and other artists, which any Union action in this field and especially funding activities should take into consideration
2022/05/31
Committee: CULT
Amendment 87 #
Motion for a resolution
Paragraph 3
3. Calls on the Commission to map and define the European video game industry, including through a potential revision of NACE codes, and to foster the creation of a ‘European Video Game’ label to improve the discoverability and encourage the dissemination of video games created in Europe;
2022/05/31
Committee: CULT
Amendment 90 #
Motion for a resolution
Paragraph 3 a (new)
3 a. Stresses the importance of the localisation process for the successful circulation of a game in a multilingual market such as the European Union, and for the promotion of linguistic diversity; considers that strong support from the European Union in this matter would be appropriate;
2022/05/31
Committee: CULT
Amendment 94 #
Motion for a resolution
Paragraph 4 a (new)
4 a. Insists on the need to develop a European strategy for IP in video games; considers that such a strategy can both rely on the creation of original IP and promote existing European creations and IP;
2022/05/31
Committee: CULT
Amendment 95 #
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; is of the opinion that further European investment should be channeled to the sector and that InvestEU and Media Invest could help in ensuring that its financing needs are being met;
2022/05/31
Committee: CULT
Amendment 98 #
Motion for a resolution
Paragraph 5 a (new)
5 a. Insists that the growth of the European video game sector depends on the availability of hardware and software, as well as on the existence of people with the necessary know-how to sustain the ecosystem; calls on the Commission to assess Europe's strengths and weaknesses in this area, in particular regarding its dependence on imports;
2022/05/31
Committee: CULT
Amendment 99 #
Motion for a resolution
Paragraph 5 a (new)
5 a. Calls on the Commission and the Member States to ensure fair contractual situations and working conditions for all cultural creators and other professionals working in the video game sectors, notably in the context of a European status of the artist, and to safeguard the protection of their intellectual property rights;
2022/05/31
Committee: CULT
Amendment 108 #
Motion for a resolution
Paragraph 8
8. Stresses that video games and e- sports can promote European history, identity, heritage, values and diversity through immersive experiences; believes that this media should be further recognised for its contribution to the European soft power;
2022/05/31
Committee: CULT
Amendment 116 #
Motion for a resolution
Paragraph 9
9. Calls on the Commission to finance the establishment of a European Video Game Academy responsible for the promotion of video games showcasing European values; history and diversity, but also the know-how of our European video game industry;
2022/05/31
Committee: CULT
Amendment 121 #
Motion for a resolution
Paragraph 10
10. Stresses that video games can quickly 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, and ensuring their playability in the future;
2022/05/31
Committee: CULT
Amendment 127 #
Motion for a resolution
Paragraph 11
11. Insists that video games can be a valuable teaching tool for actively involving learners in a curriculum, and to develop digital literacy, soft skills and creative thinking; believes that the deployment of video games in school should be done in parallel with raising teachers’ awareness of how best to use video games in their teaching;
2022/05/31
Committee: CULT
Amendment 133 #
Motion for a resolution
Paragraph 11 a (new)
11 a. Calls on the Commission and the Member States to recognize the video game sector as an important sector to discover and develop new creative talent as well as to contribute to the up- and reskilling of all cultural creators and other professionals, particularly in the context of the digital transition;
2022/05/31
Committee: CULT
Amendment 142 #
Motion for a resolution
Paragraph 12
12. Recalls the importance of European training courses dedicated to the video game professions for the creative, technical, legal and economic aspects of the value chain; stresses the importance of developing leading educational programmes in Europe focusing on video games and of pursuing a proactive policy to foster gender equality and inclusivity in the sector;
2022/05/31
Committee: CULT
Amendment 145 #
Motion for a resolution
Paragraph 12 a (new)
12 a. Welcomes the efforts that have been made in terms of accurate and non- stereotypical representation of women in video games; considers, however, that this progress must continue and goes hand in hand with an increasingly equal presence of women in all positions in the value chain;
2022/05/31
Committee: CULT
Amendment 155 #
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, with tools at their disposal such as parental control features; underlines the important role of awareness-raising campaigns in this area;
2022/05/31
Committee: CULT
Amendment 159 #
Motion for a resolution
Paragraph 13 a (new)
13 a. Stresses that loot boxes must be made fully clear and transparent to players, in particular minors and their parents, in order to prevent risky behaviours; welcomes the Commission's guidelines on unfair business-to- consumer commercial practices concerning increased transparency of loot boxes and a harmonised European approach to this phenomenon;
2022/05/31
Committee: CULT
Amendment 176 #
Motion for a resolution
Paragraph 14
14. Considers that e-sport 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, leadership, antiracism and gender equality;
2022/05/31
Committee: CULT