BETA

Activities of Niklas NIENASS related to 2022/2027(INI)

Plenary speeches (1)

Esports and video games (debate)
2022/11/09
Dossiers: 2022/2027(INI)

Shadow reports (1)

REPORT on esports and video games
2022/10/12
Committee: CULT
Dossiers: 2022/2027(INI)
Documents: PDF(184 KB) DOC(43 KB)
Authors: [{'name': 'Laurence FARRENG', 'mepid': 197589}]

Amendments (16)

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 20 #
Motion for a resolution
Recital C a (new)
C a. whereas the video game market is highly competitive and saturated with products of a high standard; whereas European video game developers should be enabled to compete at the highest levels in the global market;
2022/05/31
Committee: CULT
Amendment 40 #
Motion for a resolution
Recital K
K. whereas video games and e-sports have great potential for use in EU educational policies and lifelong learning; whereas the use of video games in the classroom often encourages students to pursue careers in science, technology, engineering, the arts and maths (STEAM), and e-sports can help to develop several skills which are essential in a digital society; whereas video games and esports are widely accessible and can be used to increase inclusivity and diversity in learning environments such as in the classroom and throughout life;
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 57 #
Motion for a resolution
Recital N
N. whereas e-sport is an increasingly popular mass entertainment activity, characterised by both a large video game player base and a small number of professional teamsplayers 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 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 73 #
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 CCI with strong potential for growth; calls for the development of a long-term video game strategy, also taking into account e- sports; building upon the targets of the 2030 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 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 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 128 #
Motion for a resolution
Paragraph 11
11. Insists that video games can be a valuable teaching tool for actively involving learners in a curriculum; believes that the deployment of video games in school should be done in parallel with raisingdedicated training, during work hours, to raise 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 156 #
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;
2022/05/31
Committee: CULT
Amendment 177 #
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, and teamwork, antiracism and gender equality;
2022/05/31
Committee: CULT
Amendment 191 #
Motion for a resolution
Paragraph 16 a (new)
16 a. Stresses the necessity to regulate doping in professional gaming and recognizes the need for efforts to systematically prevent doping and to educate esports players;
2022/05/31
Committee: CULT
Amendment 195 #
Motion for a resolution
Paragraph 17
17. Asks the Commission to study the possibility of creating a framework for harmonised rules regarding the employment status of professional e-sport players; through the adoption or application of a number of coherent and comprehensive guidelines with respect to, inter alia, contracts, means of collective representation and management, social security, sickness and unemployment insurance, pension schemes, direct and indirect taxation, non-tariff barriers and information asymmetries;
2022/05/31
Committee: CULT
Amendment 207 #
Motion for a resolution
Paragraph 19 a (new)
19 a. Warns that the use of loot boxes and “pay to win”- mechanisms in video games promotes gambling addictions; stresses that gambling elements can be harmful to minors and should therefore be forbidden and removed from games for a younger target group;
2022/05/31
Committee: CULT