BETA

Activities of Tomasz FRANKOWSKI 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 (20)

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 26 #
Motion for a resolution
Recital D a (new)
D a. whereas intellectual property (IP) is central to video games and constitutes a key factor for investments and growth;
2022/05/31
Committee: CULT
Amendment 30 #
Motion for a resolution
Recital E a (new)
E a. whereas the Court of Justice of the EU has recognised video games as complex creative works, protected both by the computer programs directive 2009/24 and the copyright directive 2001/29;
2022/05/31
Committee: CULT
Amendment 33 #
Motion for a resolution
Recital F
F. whereas competitive video gaming, otherwise known e-sports are leagues, competitive circuits, tournaments, or similar competitions where individuals or teams play video games, typically for spectators, either in-person or online, for the purpose of entertainment, prizes, or money; whereas e-sport, could be considered not only part of the video game sector, but also part of the culture, and media and sports sectors, and has clear digital and competitive elements;
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 59 #
Motion for a resolution
Recital N
N. whereas e-sport is a massre increasingly popular entertainment activityies, characterised by both a large video game player base and a small number of professional players and teams;
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 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 83 #
Motion for a resolution
Paragraph 2 a (new)
2 a. Calls on the Commission and Member States to ensure that European video game developers have access to new markets, therefore improving dissemination and recognition of European video game content internationally;
2022/05/31
Committee: CULT
Amendment 84 #
Motion for a resolution
Paragraph 2 b (new)
2 b. Underlines that national incentives and support for local video game developments, including SMEs should be encouraged and facilitated through a review of the European state aid rules, such as the General Block Exemption Regulation;
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 119 #
Motion for a resolution
Paragraph 9 a (new)
9 a. Welcomes the pilot project “Understanding the value of a European Video Games Society” initiated by the European Parliament aiming to develop a better understanding of the video game sector and of its impact on a range of policy areas;
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 135 #
Motion for a resolution
Paragraph 11 a (new)
11 a. Welcomes the Council Conclusions on blended learning, to ensure that Europe’s teachers are adequately trained to teach ICT and computational skills and encourages Member States to develop coordinated STEAM curricula to address shortage of digital skills;
2022/05/31
Committee: CULT
Amendment 146 #
Motion for a resolution
Paragraph 12 a (new)
12 a. Calls on the Commission to foster interdisciplinary research on video games and e-sports to gain a better understanding of the industry on how to utilise them for the European community and to present the communication on this issue accordingly;
2022/05/31
Committee: CULT
Amendment 162 #
Motion for a resolution
Paragraph 13 a (new)
13 a. Encourages the industry, rating agencies and consumer associations to continue awareness-raising campaigns on the PEGI system which proved beneficial in protecting minors;
2022/05/31
Committee: CULT
Amendment 172 #
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, antiracism and gender equalitygiven that e-sports are a set of practices around the licensed used and communication of video game IP; believes, however, that they may complement each other and promote values such as fair play, non-discrimination, teamwork, solidarity, integrity, inclusivity, antiracism and gender equality, as well as physical activity, while e-sports as video games can contribute to the acquisition of digital competences and skills;
2022/05/31
Committee: CULT
Amendment 190 #
Motion for a resolution
Paragraph 16 a (new)
16 a. Encourages partnerships on virtual and e-sports between all relevant stakeholders in order to create new projects that bring added values to athletes and audiences while promoting European values;
2022/05/31
Committee: CULT
Amendment 192 #
Motion for a resolution
Paragraph 16 b (new)
16 b. Recognises the potential of virtual sports for exploring new ways of fan engagement and increasing the level of participation of youth in physical activities;
2022/05/31
Committee: CULT
Amendment 201 #
Motion for a resolution
Paragraph 18 a (new)
18 a. Calls on the Member States and the Commission to extend the application of the Schengen Cultural Visa to the e- sports personnel and to consider measures to facilitate visa procedures for video game developers coming to the European Union;
2022/05/31
Committee: CULT