Progress: Procedure completed
Role | Committee | Rapporteur | Shadows |
---|---|---|---|
Lead | CULT | FARRENG Laurence ( Renew) | FRANKOWSKI Tomasz ( EPP), FRITZON Heléne ( S&D), NIENASS Niklas ( Verts/ALE), DA RE Gianantonio ( ID), PORĘBA Tomasz Piotr ( ECR), GEORGOULIS Alexis ( GUE/NGL) |
Committee Opinion | IMCO |
Lead committee dossier:
Legal Basis:
RoP 54
Legal Basis:
RoP 54Subjects
Events
The European Parliament adopted by 560 votes to 34, with 16 abstentions, a resolution on esports and video games.
The video game ecosystem has become a leading cultural and creative industry (CCI) all over the world with an estimated European market size of EUR 23.3 billion in 2021. Although this videogame and esports ecosystem has experienced strong structural growth, it still lacks the harmonised data, definitions and legal frameworks required to enable them to embrace their full potential.
Video games and esports: challenges, opportunities and a European strategy
Members called on the Commission and the Council to acknowledge the value of the video game ecosystem as a major CCI with strong potential for further growth and innovation. They called for the development of a coherent, long-term European video game strategy, which should benefit all actors involved fairly and adequately, while taking into account esports and the current dependence on imports and building on existing national strategies in order to support EU actors and EU start-ups in these sectors.
According to the resolution, the creation of a truly integrated European video game sector will require more video game productions and co-productions by European actors. It welcomed the fact that the Creative Europe and Horizon Europe programmes provide funding for the European video game sector, including research and innovation, through specific calls for tender with European added value. Members regretted, however, the low amount of funding committed so far, and the fact that the eligibility criteria are not always fit for the sector’s needs, especially SMEs. They called, in this regard, for greater support and investment in research and development (R&D) and training to maximise game creation opportunities throughout all Member States and encourage the development of and retain European talent.
Parliament underlined that national incentives and support for local video game development, including SMEs, should be encouraged and facilitated through EU State aid rules such as the General Block Exemption Regulation.
With a view to promoting and supporting the international trade and marketing of video games created in Europe, the Commission is called on to map and define the European video game industry and to consider creating a ‘ European Video Game’ label , as well as fostering other initiatives at a national and European level to improve the discoverability of video games and encourage the dissemination and recognition of video games created in Europe, including worldwide.
It is also proposed to create a European Video Game Observatory, a European Video Game Academy as well as a European archive to preserve the most culturally significant European video games.
Education and wellbeing
The resolution noted that video games have the ability to bring the school environment closer to pupils’ everyday reality, in which video games often figure prominently. Indications that primary school teachers that have used video games in the classroom have in some cases observed a significant improvement in several key skills, such as problem-solving and analytical, social and intellectual skills, spatial coordination, and teamwork , as well as better levels of concentration. esports can also be incorporated in education and contribute to the acquisition of digital competences and skills. In this regard, Members insisted that video games and esports can be a valuable teaching tool and called for better equipment and connectivity in schools.
Esports: fair competitive video gaming within a European framework
Parliament considers that esports and sport are different sectors, not least because the video games used for competitive gaming or esports are played in a digital environment and belong to private entities that enjoy full legal control and all exclusive and unrestricted rights over the video games themselves. It believes, however, that both sectors can complement and learn from each other and promote similar positive values and skills, such as fair play, non-discrimination, teamwork, leadership, solidarity, integrity, antiracism, social inclusion and gender equality.
Moreover, the Commission is called on to develop a charter to promote European values in esports competitions, in partnership with publishers, team organisations, clubs and tournament organisers.
Members called on the EU to consider the creation of a visa for esports personnel based on the Schengen cultural and sports visas, applicable to all personnel involved in running and participating in esports competitions, and to consider measures to facilitate visa procedures to enable video game workers to come to the EU.
While highlighting that video games can be a social activity allowing users to socialise and spend time together, the EU should adopt a responsible approach to video games and esports by promoting them as part of a healthy lifestyle including physical activity, in-person social interaction and cultural engagement.
The Committee on Culture and Education adopted an own-initiative report by Laurence FARRENG (Renew Europe, FR) on esports and video games.
The video game ecosystem has become a leading cultural and creative industry (CCI) all over the world with an estimated European market size of EUR 23.3 billion in 2021. Although this videogame and esports ecosystem has experienced strong structural growth, it still lacks the harmonised data, definitions and legal frameworks required to enable them to embrace their full potential.
Video games and esports: challenges, opportunities and a European strategy
Members called on the Commission and the Council to acknowledge the value of the video game ecosystem as a major CCI with strong potential for further growth and innovation. They called for the development of a coherent, long-term European video game strategy, which should benefit all actors involved fairly and adequately, while taking into account esports and the current dependence on imports and building on existing national strategies in order to support EU actors and EU start-ups in these sectors.
According to the report, the creation of a truly integrated European video game sector will require more video game productions and co-productions by European actors. It welcomed the fact that the Creative Europe and Horizon Europe programmes provide funding for the European video game sector, including research and innovation, through specific calls for tender with European added value. Members regretted, however, the low amount of funding committed so far, and the fact that the eligibility criteria are not always fit for the sector’s needs, especially SMEs. They called, in this regard, for greater support and investment in research and development (R&D) and training to maximise game creation opportunities throughout all Member States and encourage the development of and retain European talent.
With a view to promoting and supporting the international trade and marketing of video games created in Europe, the Commission is called on to map and define the European video game industry and to consider creating a ‘ European Video Game’ label , as well as fostering other initiatives at a national and European level to improve the discoverability of video games and encourage the dissemination and recognition of video games created in Europe, including worldwide.
It is also proposed to create a European Video Game Observatory to support and provide decision-makers and stakeholders with harmonised data, assessments and concrete recommendations with a view to developing the sector.
Intellectual property (IP)
Members underlined that IP is central to video games and a key factor in growth and investment. It highlighted the need to develop a European strategy for video game IP, utilising both the creation of new and original IP and the promotion of existing European creations and IP.
Education and wellbeing
The report noted that video games have the ability to bring the school environment closer to pupils’ everyday reality, in which video games often figure prominently. Indications that primary school teachers that have used video games in the classroom have in some cases observed a significant improvement in several key skills, such as problem-solving and analytical, social and intellectual skills, spatial coordination, and teamwork , as well as better levels of concentration. esports can also be incorporated in education and contribute to the acquisition of digital competences and skills. In this regard, Members insisted that video games and esports can be a valuable teaching tool and called for better equipment and connectivity in schools.
According to the report, video games and esports can provide significant mental health benefits for many players and have the capacity to disseminate positive values, which should be pursued for the younger audience in particular.
Esports: fair competitive video gaming within a European framework
The report stated that esports and sport are different sectors, not least because the video games used for competitive gaming or esports are played in a digital environment and belong to private entities that enjoy full legal control and all exclusive and unrestricted rights over the video games themselves. The Commission is called on to develop a charter to promote European values in esports competitions, in partnership with publishers, team organisations, clubs and tournament organisers.
Members called on the EU to consider the creation of a visa for esports personnel based on the Schengen cultural and sports visas, applicable to all personnel involved in running and participating in esports competitions, and to consider measures to facilitate visa procedures to enable video game workers to come to the EU.
While highlighting that video games can be a social activity allowing users to socialise and spend time together, the EU should adopt a responsible approach to video games and esports by promoting them as part of a healthy lifestyle including physical activity, in-person social interaction and cultural engagement.
Documents
- Results of vote in Parliament: Results of vote in Parliament
- Decision by Parliament: T9-0388/2022
- Debate in Parliament: Debate in Parliament
- Committee report tabled for plenary: A9-0244/2022
- Amendments tabled in committee: PE732.723
- Committee draft report: PE731.488
- Committee draft report: PE731.488
- Amendments tabled in committee: PE732.723
Activities
- Michal ŠIMEČKA
Plenary Speeches (2)
- 2022/11/09 Esports and video games (debate)
- 2022/11/09 Esports and video games (debate)
- Lívia JÁRÓKA
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Stanislav POLČÁK
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Tomasz Piotr PORĘBA
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Stelios KYMPOUROPOULOS
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Niklas NIENASS
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Vlad-Marius BOTOŞ
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Tomasz FRANKOWSKI
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
- Elżbieta KRUK
Plenary Speeches (1)
- 2022/11/09 Esports and video games (debate)
Votes
Sport électronique et jeux vidéo - Esports and video games - E-Sport und Videospiele - A9-0244/2022 - Laurence Farreng - Proposition de résolution #
Amendments | Dossier |
229 |
2022/2027(INI)
2022/05/31
CULT
229 amendments...
Amendment 1 #
Motion for a resolution Citation 7 a (new) — having regard to the Commission Communication of 27 October 2011 on the digitisation and online accessibility of cultural material and digital preservation3a, _________________ 3a OJ L 283, 29.10.2011, p. 39–45.
Amendment 10 #
Motion for a resolution Recital A a (new) A a. whereas the large European consumer market, estimated at EUR 23.3 billion in 20201a, is fragmented and mainly operated through non-European platforms that also intermediate in the distribution and exploitation of European games worldwide; _________________ 1a ISFE, Europe’s Video Games Industry, ISFE-EGDF Key Facts, 2021
Amendment 100 #
Motion for a resolution Paragraph 5 a (new) 5 a. Stresses that the cross-border enforcement of intellectual property rights of game developers and artists must be adequately protected and ensure fair remuneration;
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;
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”;
Amendment 103 #
Motion for a resolution Paragraph 6 b (new) 6 b. Highlights that videogames arguably strongly support and facilitate all the six Commission priorities for 2019- 2024, namely the European Green Deal, an economy that works for people, a stronger Europe in the world, promoting our European way of life and a new push for European democracy and therefore, they should be horizontally included in all relevant funds;
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;
Amendment 105 #
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 connect Europeans of all ages, genders and backgrounds, including older people
Amendment 106 #
Motion for a resolution Paragraph 7 a (new) 7 a. Highlights the benefits of cross- platform online games both 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 107 #
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 therefore that video games have as well a societal responsibility in communicating values and specific content;
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;
Amendment 109 #
Motion for a resolution Paragraph 8 8. Stresses that video games and e- sports
Amendment 11 #
Motion for a resolution Recital A b (new) A b. whereas the success of European video game streamers and e-sports clubs and tournaments shows that younger generations of European citizens are actively seeking to participate in the new creator economy driven by video games; whereas national, regional and global e- sports tournaments could be perceived as fostering cultural exchanges and promote European culture and values;
Amendment 110 #
Motion for a resolution Paragraph 8 a (new) 8 a. (new) Underlines that e-sports and video games must fully comply with European and human rights values; stresses in this context that inclusion, tolerance and promoting a fair and safe environment to play, while also filling the digital and social gap within and between countries is essential; welcomes in this context already existing tools in promoting these values, such as guiding principles of e-sports engagement adopted by the industry and e-sports Code of Conducts that exists at national level to promote e-sports that are fun, fair, and enjoyed by players and organisers around the world in an open and inclusive environment;
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;
Amendment 112 #
Motion for a resolution Paragraph 8 a (new) 8a. Calls on the Commission to develop a European strategy to support SMEs operating in the European video games industry through the adoption of appropriate financial instruments;
Amendment 113 #
Motion for a resolution Paragraph 8 b (new) 8 b. Highlights the value of genuine innovation and creativity that the videogames and e-sports offer as a whole new sector providing massive opportunities for the production of contemporary art and culture as well as new artforms also combined with the best new technology and AI;
Amendment 114 #
Motion for a resolution Paragraph 8 c (new) 8 c. Highlights the value of genuine innovation and creativity that the videogames and e-sports offer as a whole new sector providing massive opportunities for the production of contemporary art and current cultural production including new and innovative artforms also combined with the best new technology and AI, also in metaverses;
Amendment 115 #
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 as well as for education and awareness of the broad audience on the benefits of video games in skills development, while at the same time eliminating their negative stigmatization, by promoting appropriate and safe usage, as well as good practices already established by the international experience and established by scientific and expertise approaches;
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;
Amendment 117 #
Motion for a resolution Paragraph 9 9. Calls on the Commission to
Amendment 118 #
Motion for a resolution Paragraph 9 9. Calls on the Commission to
Amendment 119 #
Motion for a resolution Paragraph 9 a (new) Amendment 12 #
Motion for a resolution Recital A a (new) A a. whereas the video game ecosystem constitutes an integral part of the cultural and creative industries, which has successfully inspired many other creative and cultural industries, such as films and books;
Amendment 120 #
Motion for a resolution Paragraph 10 10. Stresses that video games
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;
Amendment 122 #
Motion for a resolution Paragraph 10 10. Stresses that video games
Amendment 123 #
Motion for a resolution Paragraph 10 – subparagraph 1 (new) Refers, in connection with the creation of this archive, to existing projects such as the International Computer Game Collection (ICS) and numerous video game museums across the EU, which could be built upon;
Amendment 124 #
10a. Stresses that the video games industry can stimulate the 3D reproduction of existing monuments and museums in smaller and more peripheral areas;
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 curricul
Amendment 126 #
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
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;
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
Amendment 129 #
Motion for a resolution Paragraph 11 11. Insists that video games can be a valuable teaching tool for actively involving learners in a curriculum;
Amendment 13 #
Motion for a resolution Recital B B. whereas
Amendment 130 #
Motion for a resolution Paragraph 11 11. Insists that video games can be a valuable teaching tool
Amendment 131 #
11. Insists that video games can be a valuable teaching tool for actively involving learners in a curriculum;
Amendment 132 #
Motion for a resolution Paragraph 11 11. Insists that video games can be a
Amendment 133 #
Motion for a resolution Paragraph 11 a (new) Amendment 134 #
Motion for a resolution Paragraph 11 a (new) 11a. Insists, furthermore, that training activities must be accompanied by educational measures on the use of electronic systems, illustrating the negative effects of misuse of these technologies and promoting healthy and balanced lifestyles;
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;
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;
Amendment 137 #
Motion for a resolution Paragraph 11 c (new) Amendment 138 #
Motion for a resolution Paragraph 11 d (new) Amendment 139 #
Motion for a resolution Paragraph 11 e (new) 11 e. Calls the Commission and member states to invest in inclusion videogames actions for people with Disabilities, including profession opportunities and providing for free education, training support, Research and Development funds and relevant equipment as needed;
Amendment 14 #
Motion for a resolution Recital B B. whereas the video game industry
Amendment 140 #
Motion for a resolution Paragraph 12 12. Recalls the importance of European training courses dedicated to
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;
Amendment 142 #
Motion for a resolution Paragraph 12 12. Recalls the importance of European
Amendment 143 #
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 focusing on video games and of pursuing a proactive policy to f
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;
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;
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;
Amendment 147 #
Motion for a resolution Paragraph 12 a (new) 12 a. Underlines the importance of lifelong learning and stresses that throughout their careers, teachers should receive regular training to acquire the necessary skills to help their students become digitally competent;
Amendment 148 #
Motion for a resolution Paragraph 12 a (new) 12 a. Promotes implementation of an esports-based programme for secondary schools;
Amendment 149 #
Motion for a resolution Paragraph 12 b (new) 12 b. Underlines that beyond formal education, libraries can play on important role in bridging the digital gap between different socio-economic groups by ensuring that video games culture and its benefits are accessible for all socio- economic groups; calls on the Commission and the Member States to ensure sufficient funding for libraries in order to provide for an on-site access to fast internet connections and the latest game and gaming devices helping to bridge this gap;
Amendment 15 #
Motion for a resolution Recital B a (new) Ba. whereas the e-sports sector is constantly growing and yet lacks specific legislation in almost all Member States;
Amendment 150 #
Motion for a resolution Paragraph 12 b (new) 12 b. Calls the Commission and member states to support the existing boost for job creation in the sector, along with visibility and discoverability; calls therefore the Commission and member states to define methods to discover, distinguish and supports talents, including for amateurs and providing supportsuch as scholarships for gamers and coaches;
Amendment 151 #
Motion for a resolution Paragraph 12 c (new) 12 c. Highlights that video gaming may lead to the development of promising professions in the sector, yet there are challenges on how talents are discovered and promoted as well as on power relations regarding contractual bargaining and harassment incidents, because there are no such mechanisms in place; is concerned that sometimes dishonest activities relevant to talents’ discovery, contractual agreements and harassment incidents, worryingly of young age or minors, even put at stake gamers’ health and safety; calls therefore the Commission to act for the creation of talent-discover ability and safeguard mechanisms on contractual agreements and protection of all kinds of mistreatment or harassment and codes of conduct, either in the context of a European Observatory, or a European Videogames Academy or, preferably a European Videogames Federation, that would provide discoverability mechanisms, as well as relevant codes of conduct, monitoring, overall supervision, as well as a meeting-point and coordination of all the different agents the sector;
Amendment 152 #
Motion for a resolution Paragraph 12 d (new) 12 d. Calls the Commission and member states to support the existing boost for job creation in the sector, along with visibility and discoverability; calls therefore the Commission and member states to define methods to discover, distinguish and supports talents, including for amateurs and providing support such as scholarships for gamers and coaches;
Amendment 153 #
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;
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;
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;
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;
Amendment 157 #
Motion for a resolution Paragraph 13 13. Welcomes the work carried out by organisations such as Pan European Game Information (PEGI)
Amendment 158 #
Motion for a resolution Paragraph 13 a (new) 13 a. Underlines that e-sports and video games highlight the problems of ecological, social, and economic sustainability in a digital society and whereas the ecological challenges focuses on electricity consumption as well as the consumption of rare resources in the production of hardware and the travel of e-sports teams to competitions; welcomes in this context the initiatives taken by the videogame industry to protect the environment and to improve the energy efficiency of its devices and services; highlights the potential in raising environmental awareness through video games by incorporating new features in and out of the games, such as modes, maps, themed events, storylines and messaging that highlight environmental themes like conservation restoration and this should be further promoted;
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;
Amendment 16 #
Motion for a resolution Recital B b (new) Bb. whereas the lack of formal recognition by means of specific legislation exposes athletes to considerable risks and abuses, particularly those who are minors, whose numbers are steadily growing and who, by their very nature, require enhanced legal protection;
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;
Amendment 161 #
Motion for a resolution Paragraph 13 a (new) 13 a. Warns that the problem of lootboxing is visible, especially among minors, the daily amounts are so small that there is no need to enter verification codes from the bank when transferring money (so parents have no control over the child and his/her addiction/spending);
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;
Amendment 163 #
Motion for a resolution Paragraph 13 a (new) 13 a. Urges the video game industry to step up its efforts to prevent incidents of sexual violence against women, abuse and other forms of discrimination both in the video game industry and in e-sports; considers that the work culture needs to change;
Amendment 164 #
Motion for a resolution Paragraph 13 b (new) 13 b. Calls the Commission to act in order to establish a European Videogames Federation which is necessary as an authority to address challenges already threatening this rapidly evolving sector such as dopping, illegal betting, set games, power relations, mistreatment and harassment of gamers, sometimes minors, and also, to ensure fair-play and overall supervision as an official European institution, providing as well relevant codes of conduct, monitoring, overall supervision, and serving as a coordinator of all the different agents the sector, which are currently scattered across Europe with no central reference point;
Amendment 165 #
Motion for a resolution Paragraph 13 b (new) 13 b. Highlights that the gambling industry is and should remain separate from the video game sector; stresses that, in relation to the perceived risks of monetised asset tools, gambling-related regulations should be reviewed and if necessary adapted to address the latest developments in entertainment software without this regulation affecting the video games sector;
Amendment 166 #
Motion for a resolution Paragraph 13 b (new) 13 b. Insists on Member States and Commission to further investigate on the match-fixing as this practice can be harmful for the development of esport;
Amendment 167 #
Motion for a resolution Paragraph 13 b (new) 13 b. Calls on the Commission, the Member States and the video game industry to improve the working conditions of all those involved in the development of video games and to ensure compliance with national and EU legislation on workers’ rights, fair pay and physical and mental health, and to support collective representation and unionisation in this sector; deplores the repeated reports of so-called 'crunch' working hours and unpaid overtime, especially in the final phase of video game development, and stresses the responsibility of video game developers and publishers to ensure healthy and fair working conditions for their workers;
Amendment 168 #
Motion for a resolution Paragraph 13 c (new) 13 c. Insists that women and men must receive equal pay for equal work and calls on the Commission and the Member States to step up their efforts to eliminate the gender pay gap in the video games sector;
Amendment 169 #
Motion for a resolution Paragraph 13 d (new) 13 d. Is of the opinion that for many people video games serve not only as leisure activities, but also as recreation, and satisfy basic psychological needs, through, inter alia, solving challenging tasks or puzzles, and competitions with other players, which require a high degree of concentration, and foster the development of skills and capabilities such as problem solving, spatial and hand-eye coordination, teamwork, as well as eyesight and speed;
Amendment 17 #
Motion for a resolution Recital B c (new) Bc. whereas there is a need to protect the mental and physical health of athletes who spend on average between eight and ten hours a day in front of a screen, often with few breaks;
Amendment 170 #
Motion for a resolution Paragraph 13 e (new) 13 e. Highlights the role that video games can play, beyond their recreational nature, in the development of skills, general knowledge, historical and civic education, and of a culture of remembrance;
Amendment 171 #
Motion for a resolution Paragraph 13 f (new) 13 f. Highlights that so-called loot boxes, where game content can be obtained by means of a random generator, but also through the use of real money, are increasingly common in video games; warns against the danger posed for under-age players by gambling mechanisms and micro-transactions, especially with regard to gambling addiction and financial burdens; calls on the Commission, in this regard, to consider legislative steps to combat loot boxes that can optionally be purchased with real money, and micro-transactions for under-age players, without ruling out the possibility of a ban;
Amendment 172 #
Motion for a resolution Paragraph 14 14. Considers that e-sport and
Amendment 173 #
Motion for a resolution Paragraph 14 14. Considers that e-sports and
Amendment 174 #
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
Amendment 175 #
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 and learn from each other and promote similar values and skills, such as fair play, teamwork, antiracism and gender equality;
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;
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
Amendment 178 #
Motion for a resolution Paragraph 14 14. Considers that e-sport and
Amendment 179 #
Motion for a resolution Paragraph 14 14. Considers that e-sport and traditional sports are different
Amendment 18 #
Motion for a resolution Recital C C. whereas half of all Europeans consider themselves to be video game players, of whom almost half are women, and the average age of a video game player in Europe is 31.3 years15 ;
Amendment 180 #
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 equality; considers, however, that historical truth should not be sacrificed on the altar of ideology;
Amendment 181 #
Motion for a resolution Paragraph 15 15. Believes that, owing to the borderless nature of the discipline, the
Amendment 182 #
Motion for a resolution Paragraph 15 15.
Amendment 183 #
Motion for a resolution Paragraph 15 15.
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;
Amendment 185 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to develop, in partnership with publishers, clubs
Amendment 186 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to develop, in partnership with publishers, clubs, team organisations and tournament organisers, a charter to promote European values in e-sport competitions;
Amendment 187 #
Motion for a resolution Paragraph 16 16. Calls on the Commission and the Member States to develop, in partnership with publishers, clubs and tournament organisers, a charter to promote European values in e-sport competitions;
Amendment 188 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to develop, in partnership with publishers, clubs and tournament organisers, a charter
Amendment 189 #
Motion for a resolution Paragraph 16 a (new) 16 a. Underlines that negative stigmatisation around e-sports and gaming are still widespread throughout society; stresses that if e-sports is to be promoted and utilised, such stigmatisations should be combatted through for instance education;
Amendment 19 #
Motion for a resolution Recital C C. whereas half of all Europeans consider themselves to be video game players, of whom almost half are women, and the average age of a video game player in Europe is 31.3 years15; whereas in the EU 73 % of children aged 6-10, 84 % of 11-14 year olds and 74 % of young people aged 15-24 play video games15a; _________________ 15 Ibid. 15a COM(2022)212.
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;
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;
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;
Amendment 193 #
Motion for a resolution Paragraph 17 Amendment 194 #
Motion for a resolution Paragraph 17 17.
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;
Amendment 196 #
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; calls on the Commission to propose binding measures to ensure the mental and physical health of professional athletes;
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;
Amendment 198 #
Motion for a resolution Paragraph 18 Amendment 199 #
Motion for a resolution Paragraph 18 Amendment 2 #
Motion for a resolution Citation 7 b (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 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;
Amendment 200 #
Motion for a resolution Paragraph 18 18. Calls on the Member States and the Commission to
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;
Amendment 202 #
Motion for a resolution Paragraph 19 19. Warns that intensive video gaming, in particular for players seeking to become professionals, can lead to addiction and toxic behaviour, which might have negative impacts on the pedagogical development, physical fitness and mental health of young users; 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 cultural engagement also offline; calls on the Commission in this regard to develop clear guidelines on the adequate use of videogames per age group with inputs from experts and the pedagogical community;
Amendment 203 #
Motion for a resolution Paragraph 19 19.
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
Amendment 205 #
Motion for a resolution Paragraph 19 19. Warns that intensive video gaming, in particular for players seeking to become professionals, can lead to addiction and
Amendment 206 #
Motion for a resolution Paragraph 19 a (new) 19 a. Recalls that the World Health Organization defined gaming disorder in the 11th Revision of the International Classification of Diseases, based on reviews of available evidence and reflecting a consensus of experts from different disciplines and geographical regions; is concerned that there is a gap in terms of therapy protocols and treatment know-how; calls the Commission to organize broad communication campaigns and education and training actions, to ensure education and awareness of players, parents, trainers, educators and the overall society on the appropriate videogaming activity, as suggested by solid scientific evidence and expertise; suggests this task to be assigned at along-term basis on a specific European institution who would effectively monitor and coordinate such actions; suggests in this respect the establishment of a European Videogames Federation or of a European Videogames Academy;
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;
Amendment 208 #
Motion for a resolution Paragraph 19 a (new) 19 a. Stresses that e-sports and videogames can cause a serious threat to mental and physical well being, highlights therefore the importance of a responsible handling in terms of user behaviour, duration of use and content of e-sports and videogames;
Amendment 209 #
Motion for a resolution Paragraph 19 a (new) Amendment 21 #
Motion for a resolution Recital C a (new) C a. whereas many video game players are young people who are in the middle of their intellectual, mental, social and physical development;
Amendment 210 #
Motion for a resolution Paragraph 19 a (new) 19 a. Recalls that the mental and physical capacity of many young people is already at risk due to the consequences of the Covid-19 pandemic;
Amendment 211 #
Motion for a resolution Paragraph 19 b (new) 19 b. Highlights the need to protect the integrity of sports competition in the esports sector, ensure a level playing field for players and protect their health, including by considering the implementation of anti-doping programs in the esports sector;
Amendment 212 #
Motion for a resolution Paragraph 19 b (new) 19 b. Regrets that although videogames and e-sports is a well promising sector for the CCS and the overall European economy, funding is limited in only 6 millions and only through Creative Europe;
Amendment 213 #
Motion for a resolution Paragraph 19 b (new) 19 b. Highlights that videogaming can be a social event that can improve the social life of young people in future pandemics and other crises;
Amendment 214 #
Motion for a resolution Paragraph 19 c (new) 19 c. Calls the Commission and member states to ensure that that experts, stakeholders, the Civil Society and scientists, including about minors will be actively participating in the relevant EU decision-making processes, plus equally with major players, to avoid that the latter solely define the rules, while highlighting that the European market is mostly about SMEs, yet this is not the case globally and this new sector now under development should be built by its own participants, thus the citizens, as well as its legal framework;
Amendment 215 #
Motion for a resolution Paragraph 19 c (new) 19 c. Calls on the Commission and the Member States to improve the ability to safely and properly use the online features of video games so that they serve as valuable tools for socialisation and democracy in order to reduce violence, harassment and fake news online;
Amendment 216 #
Motion for a resolution Paragraph 19 d (new) 19 d. Calls the Commission to explore and eliminate the different speeds among countries in terms of development of this new sector, securing that the boom of this sector would support equally all countries and avoiding one more North -South distinction;
Amendment 217 #
Motion for a resolution Paragraph 19 e (new) 19 e. Calls the Commission to take action to secure videogames from piracy and to strengthen protection of data privacy of its users;
Amendment 218 #
Motion for a resolution Paragraph 19 f (new) 19 f. Calls the Commission to provide for the timely implementation of the Copyright Directive 2019/790 which, one year after its deadline is not yet transposed by all member-states, or there are transparency issues that need to be addressed in terms of platforms collaboration, all of which have an impact also the videogames sector and the appropriate and proportionate remuneration of creators and performers in all different formats, platforms and countries;
Amendment 219 #
Motion for a resolution Paragraph 19 g (new) Amendment 22 #
Motion for a resolution Recital C b (new) C b. whereas the Covid-19 pandemic has already led to a deterioration in the physical fitness and mental health of young people;
Amendment 220 #
Motion for a resolution Paragraph 19 h (new) 19 h. Suggests the Commission to fund European-wide live events of video games in order to balance the socialization aspect of the sector, such as through the organization of a European Festival of Videogames and e-sports, similar to a combination of athletic tournaments and of to the European Youth Capital;
Amendment 221 #
Motion for a resolution Paragraph 19 i (new) 19 i. Suggests the Commission to consider combining eSports and Video games with the European Year of Youth, while providing extension of the European Year of Youth throughout 2023 to allow for this combination to bear fruits’
Amendment 222 #
Motion for a resolution Paragraph 19 j (new) 19 j. Calls the Member States and the Commission to fund the development of public spaces for citizens to participate for free in videogames and esports, with appropriately equipment for free and including all, leaving no one behind;
Amendment 223 #
Motion for a resolution Paragraph 19 k (new) 19 k. Calls the Member States, the Council and the Commission to create public video games and esports, including tournaments and competitions, covering as well amateurs’ activity; suggests in this respect the establishment of a European Videogames Federation as a central European institution and coordinator, supervisor and organizer of the relevant events and actions;
Amendment 224 #
Motion for a resolution Paragraph 19 l (new) 19 l. Calls the Member states and the Commission to organize education and awareness campaigns and specific education programmes to educate parents and the broad audience on how to avoid any negative consequences but rather benefit from amateur videogaming and to invest in further relevant research with focus on certain already proven beneficial aspects of videogaming such as on Learning difficulties, mental health, support of health care providers, over the management of overall health and severe medical conditions, including cancer and chronic diseases and prisoner rehabilitation and social integration;
Amendment 225 #
Motion for a resolution Paragraph 19 m (new) 19 m. Calls the Commission for more funding on eSports and videogames, yet not competitive to the current EU funds for the CCS nor to the current fund for sports;
Amendment 226 #
Motion for a resolution Paragraph 19 n (new) 19 n. Calls the Member states and the Commission to create financial incentives and motivation schemes for videogames start-ups to boost entrepreneurship in the sectors, given that in this sector what’s currently new may be outdated in less than a year;
Amendment 227 #
Motion for a resolution Paragraph 19 o (new) 19 o. Calls Member states and the Commission to create financial incentives and motivation schemes and co- operations including public and private organizations, as well as NGOs, Universities, Educational organizations, Research, Development and Innovation and private entities;
Amendment 228 #
Motion for a resolution Paragraph 19 p (new) 19 p. Calls member states and the Commission to create financial incentives and motivation schemes and especially for young people to follow and establish their professional path in the videogames sector;
Amendment 229 #
Motion for a resolution Paragraph 19 q (new) 19 q. Recalls that no matter how important the new sector of videogames and e-sports is there should be no competition with sports; nevertheless, calls the commission to not allow e-sports compete public funding already channeled or about to be channeled to sports, which were deeply hit by the pandemic and need funding more than ever; also calls member states and the Commission to invest in research on how to combine the two, sports and esports an videogames to be beneficial for both sectors sports and for the promotion of a healthy lifestyle to the best of the overall European society;
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) o
Amendment 24 #
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) on which the value chain is based; whereas the issue of IP ownership and control increases the complexity of the legal structure of the ecosystem, and creates new legal challenges for streamers, developers, publishers and third-party content holders;
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;
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;
Amendment 27 #
Motion for a resolution Recital E E. whereas the European video game industry is mainly made up of small and medium-size
Amendment 28 #
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 and have a unique and creative value as recognised by the Court of Justice of the EU[16]; [16] Judgement of the CJEU Case C- 355/12
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.
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)),
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;
Amendment 31 #
Motion for a resolution Recital E a (new) Ea. whereas so-called loot boxes containing random objects are becoming more common in video games and usually are accessible through the game or can optionally be paid for with real money; whereas they can lead to problematic game designs, which could have negative psychological and financial consequences through unwanted or uncontrolled purchases, especially for children and young people; whereas, loot boxes have previously been classified as gambling in Belgium, the Netherlands and Slovakia, and were banned in Belgium and the Netherlands15a; _________________ 15a Cerulli-Harms, A et al. (2020), Research for IMCO Committee - Loot boxes in online games and their effect on consumers, in particular young consumers, European Parliament, Policy Department for Economic, Scientific and Quality of Life Policies, Brussels.
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;
Amendment 33 #
Motion for a resolution Recital F F. whereas
Amendment 34 #
Motion for a resolution Recital F F. whereas
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
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;
Amendment 37 #
Motion for a resolution Recital G a (new) G a. whereas the European games industry is currently struggling with a chronic talent shortage in unfilled positions;
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;
Amendment 39 #
Motion for a resolution Recital I I. whereas the video games ecosystem is private, but benefits from measures and incentives at national and EU level which should then benefit back European citizens;
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
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;
Amendment 41 #
Motion for a resolution Recital K a (new) K a. whereas there are indications that teachers that have used video games in the classroom in primary education observed in some cases a significant improvement in several key skills such as problem-solving and analytical, social and intellectual skills, as well as an increase in concentration;
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;
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;
Amendment 44 #
Motion for a resolution Recital K a (new) K a. whereas the pilot project Understanding the value of a European gaming society will highlight the value of the European gaming sector by looking at the cultural and social impact of videogames in society;
Amendment 45 #
Motion for a resolution Recital K a (new) K a. whereas playing video games and e-sports is also a social activity that allowed users to socialise and spend time together during the Covid-19 pandemic;
Amendment 46 #
Motion for a resolution Recital K a (new) K a. whereas esport is an interdisciplinary industry that can be successfully used as a tool in the education of school and university students;
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;
Amendment 48 #
Motion for a resolution Recital K b (new) K b. whereas video games have the ability to bring the school environment closer to pupils’ everyday reality in which video games often figure prominently;
Amendment 49 #
Motion for a resolution Recital K b (new) K b. whereas some video games and e- sports usually can contain online features that can be misused for online violence, harassment or fake news;
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
Amendment 50 #
Motion for a resolution Recital L L. whereas e-sport is still a young
Amendment 51 #
Motion for a resolution Recital L a (new) L a. whereas e-sports represents opportunities and challenges for the European society; whereas challenges includes the stigma against women, precautions against cheating, the discrepancy between the publisher's control and the use of its product as a contribution to society as well as environmental sustainability;
Amendment 52 #
Motion for a resolution Recital M M. whereas e-sports differ from
Amendment 53 #
Motion for a resolution Recital M M. whereas e-sports differ from
Amendment 54 #
Motion for a resolution Recital M a (new) M a. whereas e-sports have a major strength compared to traditional sports since it can be practiced by people from completely different situations and backgrounds and the potential for e-sports to be inclusive is therefore substantial;
Amendment 55 #
Motion for a resolution Recital M a (new) M a. whereas the values of sport do not correspond to the values of some of the games operated as esports, such as first- person shooters;
Amendment 56 #
Motion for a resolution Recital N N. whereas e-sports is a
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
Amendment 58 #
Motion for a resolution Recital N N. whereas e-sport is a
Amendment 59 #
Motion for a resolution Recital N N. whereas e-sport
Amendment 6 #
Motion for a resolution Citation 11 — having regard to its resolution of 23 November 2021 entitled ‘EU sports policy: assessment and possible ways forward’7 , and in particular its call for the EU institutions to launch a debate on the future and on the opportunities of e
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;
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;
Amendment 62 #
Motion for a resolution Recital N a (new) N a. whereas many players, in particular female players, have experienced harassment and hate from other players online;
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
Amendment 64 #
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 but their distribution mainly operates through non-European platforms;
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;
Amendment 66 #
Motion for a resolution Recital O a (new) O a. whereas the problem of illicit betting is an issue that also affects the video game industry and regulations to tackle this issue are required to ensure the integrity, safety, and sustainable growth of the sector;
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;
Amendment 68 #
Motion for a resolution Recital O a (new) Amendment 69 #
Motion for a resolution Recital O a (new) Oa. whereas there is a real risk of addiction, particularly in the case of networked games and multi-player role games, and whereas these symptoms are characterised by anxiety or depressive symptoms, relational consequences (isolation, abandonment of other leisure activities), lack of sleep, lack of appetite, muscle wasting, musculoskeletal disorders, educational/professional consequences (reduced ability to concentrate and memorise, disengagement, failure, dropping out of school , dismissal);
Amendment 7 #
Motion for a resolution Citation 13 a (new) — having regard to conclusions adopted by the Council on 21 May 2014 on cultural heritage as a strategic resource for a sustainable Europe9a, _________________ 9a OJ C 183, 14.6.2014, p. 36–38.
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;
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-
Amendment 72 #
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 and innovation; calls for the development of a long-term video game strategy, also taking into account e-
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;
Amendment 74 #
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, bearing in mind that e-sports are no substitute for physical sport but can help in understanding sports dynamics;
Amendment 75 #
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 coherent European long-term video game strategy, also taking into account e-
Amendment 76 #
Motion for a resolution Paragraph 1 1. Calls on the Commission and the Council to
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;
Amendment 78 #
Motion for a resolution Paragraph 2 2. Considers that the creation of a truly integrated European video game sector entails
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;
Amendment 8 #
Motion for a resolution Recital A A. whereas the video game
Amendment 80 #
Motion for a resolution Paragraph 2 2. Considers that the creation of a truly integrated European video game sector
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
Amendment 82 #
Motion for a resolution Paragraph 2 a (new) 2 a. Calls on the Commission to support public and private initiatives that contribute to the development of a more competitive European video games landscape, by paying special attention to talent development, IP creation and business positioning;
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;
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;
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
Amendment 86 #
Motion for a resolution Paragraph 3 3.
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;
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
Amendment 89 #
Motion for a resolution Paragraph 3 a (new) 3 a. Calls the Commission to collaborate with the stakeholders, the Civil Society and experts of Videogames in order to establish widely accepted, universal and harmonized terminology and definitions, broad enough to cover all issues, categories and participants and at the same time, specific enough to manage to provide effective regulation policies, leaving no one behind, as well as comparable data, necessary for mapping and monitoring of the sector due to be collected and updated at a regular basis and in the longrun;
Amendment 9 #
Motion for a resolution Recital A A. whereas the European video game ecosystem has become a leading cultural and creative industry (CCI)
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;
Amendment 91 #
Motion for a resolution Paragraph 4 4.
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;
Amendment 93 #
Motion for a resolution Paragraph 4 a (new) 4 a. Is concerned that the absence of public data on the video games sector is linked to the inadequacy of the current statistical classification, under which games are covered in an unclear manner; calls therefore Eurostat to improve videogames data clarifying and harmonizing among member states categories of different video game companies and including within the national statistical classification systems all participants throughout the value chain of the sector, in a comparable manner;
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;
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;
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;
Amendment 97 #
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
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;
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;
source: 732.723
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History
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