11 Amendments of Petra KAMMEREVERT related to 2022/2014(INI)
Amendment 2 #
Motion for a resolution
Citation 4 a (new)
Citation 4 a (new)
— having regard to the Commission communication of 11 May 2022 entitled ‘A Digital Decade for children and youth: the new European strategy for a better internet for kids (BIK+)’ (COM(2022)212),
Amendment 12 #
Motion for a resolution
Recital A
Recital A
A. whereas video games are played by half of all Europeans and by all age groups in Europe, in particular minors, 68-79% of whom play them;: 73% of children aged 6-10, 84% aged 11- 14 and 74% of young people aged 15-24 play video games2a; _________________ 2a COM(2022)212.
Amendment 38 #
Motion for a resolution
Recital D a (new)
Recital D a (new)
Amendment 42 #
Motion for a resolution
Recital D b (new)
Recital D b (new)
Amendment 116 #
Motion for a resolution
Paragraph 5
Paragraph 5
5. Acknowledges that it has not yet been clearly established whether loot boxes may be considered gambling in Europe; notes, however, that several Member States have considered loot boxes to be gambling and have adopted regulatory measures to ban them since all of the constitutive elements of gambling are present, namely game, wager, chance, win/loss; emphasises that games or gameplay elements have not been released since then in the Netherlands and Belgium, where loot boxes are already banned; believes that this illustrates the need for uniform European rules in relation to loot boxes in order to protect the European internal market; calls on the Commission to analyse and determine whether or not loot boxes can be considered to be a gambling activity and, if so, to take the necessary steps to bring about a common European approachEurope- wide ban on loot boxes that can also be paid for with real money and have been classified as gambling;
Amendment 139 #
Motion for a resolution
Paragraph 7 a (new)
Paragraph 7 a (new)
7a. Urges the video game industry and the licensors in the industry to introduce, as soon as possible, measures to improve consumer protection and protect children and young people, such as effective protection mechanisms for gambling addicts and vulnerable individuals and age verification mechanisms that ensure that minors cannot make payments for loot boxes and cannot perform micro- transactions if the games have not been approved for their age group according to the PEGI rating, as well as clear indicators showing the chances of winning when loot boxes are used and the introduction of daily and monthly deposit limits;
Amendment 170 #
Motion for a resolution
Paragraph 10 a (new)
Paragraph 10 a (new)
10a. Calls on the Commission in this connection to propose rules for offering loot boxes that take adequate account of transparency, the protection of children and young people and the protection of all players against misleading game designs and economic exploitation; believes that even if loot boxes are paid for using a virtual in-game currency, the equivalent value in the real currency used by the player must be displayed for each purchase;
Amendment 173 #
Motion for a resolution
Paragraph 10 b (new)
Paragraph 10 b (new)
10b. Highlights the consumer benefits of cross-platform online games for the user experience by enabling players to interact easily across different platforms and for game developers, and calls on the video game industry to make every effort to make the fullest possible use of this feature;
Amendment 191 #
Motion for a resolution
Paragraph 12
Paragraph 12
12. Stresses that playing online video games excessively can in rare cases have a negative impact on social relations, such as school drop-out, physical and mental health problems, and poor academic performance, to name but a few issues; calls for the strengthening of supervisory mechanisms for children and adolescents;
Amendment 194 #
Motion for a resolution
Paragraph 13
Paragraph 13
13. Stresses that video game addiction, also known as ‘gaming disorder’, is a problem for some players; notes that the World Health Organisation has classified ‘gaming disorder’ as a form of addictione link between problematic game design mechanisms and loot boxes on the one hand, in particular if players pay for them, and problematic gaming behaviour on the other hand; notes that the World Health Organisation has classified ‘gaming disorder’ as a form of addiction; notes in this connection that there is a need for more scientific research and case studies, and warns against stigmatising players and the video game industry;
Amendment 216 #
Motion for a resolution
Paragraph 16 a (new)
Paragraph 16 a (new)
16a. Believes that many people use video games not only as a leisure activity, but also to relax and to meet basic psychological needs, such as solving demanding tasks and puzzles, engaging in contests with other players that require a high level of concentration, and developing skills such as problem-solving, spatial and hand-eye coordination, teamwork as well as visual acuity and speed;