BETA


Events

2022/11/10
   EP - Results of vote in Parliament
2022/11/10
   EP - Decision by Parliament
Details

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.

Documents
2022/11/09
   EP - Debate in Parliament
2022/10/12
   EP - Committee report tabled for plenary
Details

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
2022/10/03
   EP - Vote in committee
2022/05/31
   EP - Amendments tabled in committee
Documents
2022/04/26
   EP - Committee draft report
Documents
2022/03/10
   EP - Committee referral announced in Parliament
2021/12/17
   EP - FARRENG Laurence (Renew) appointed as rapporteur in CULT

Documents

Activities

Votes

Sport électronique et jeux vidéo - Esports and video games - E-Sport und Videospiele - A9-0244/2022 - Laurence Farreng - Proposition de résolution #

2022/11/10 Outcome: +: 560, -: 34, 0: 16
FR IT DE ES PL RO BE PT BG HU NL EL AT DK SK LT IE FI HR SI CZ LU LV MT EE CY SE
Total
66
65
82
48
46
29
20
20
17
17
29
18
15
12
13
10
12
12
9
8
15
6
6
5
5
4
21
icon: PPE PPE
153

Hungary PPE

1

Austria PPE

3

Denmark PPE

For (1)

1

Finland PPE

2

Luxembourg PPE

2

Latvia PPE

For (1)

1

Malta PPE

For (1)

1

Estonia PPE

For (1)

1

Cyprus PPE

2
icon: S&D S&D
125

Greece S&D

2

Slovakia S&D

2

Lithuania S&D

2

Slovenia S&D

2

Czechia S&D

For (1)

1

Luxembourg S&D

For (1)

1

Latvia S&D

2

Estonia S&D

For (1)

1

Cyprus S&D

1
icon: Renew Renew
93

Italy Renew

2

Poland Renew

1

Hungary Renew

For (1)

1

Greece Renew

1

Austria Renew

For (1)

1

Lithuania Renew

1

Ireland Renew

2

Finland Renew

3

Croatia Renew

For (1)

1

Slovenia Renew

2

Luxembourg Renew

2

Latvia Renew

For (1)

1

Estonia Renew

3

Sweden Renew

Against (1)

3
icon: Verts/ALE Verts/ALE
63

Italy Verts/ALE

2

Spain Verts/ALE

3

Poland Verts/ALE

For (1)

1

Belgium Verts/ALE

3

Portugal Verts/ALE

1

Netherlands Verts/ALE

3

Austria Verts/ALE

3

Denmark Verts/ALE

2

Lithuania Verts/ALE

2

Ireland Verts/ALE

2

Finland Verts/ALE

2

Czechia Verts/ALE

3

Luxembourg Verts/ALE

For (1)

1

Sweden Verts/ALE

3
icon: ECR ECR
55

Germany ECR

1

Romania ECR

Against (1)

1

Belgium ECR

2

Bulgaria ECR

2

Greece ECR

1

Slovakia ECR

Abstain (1)

1

Latvia ECR

For (1)

1

Sweden ECR

For (1)

3
icon: ID ID
54

Austria ID

3

Denmark ID

Abstain (1)

1

Finland ID

2

Czechia ID

Against (1)

1
icon: NI NI
37

France NI

2

Netherlands NI

Against (1)

1

Slovakia NI

Against (1)

2

Lithuania NI

1

Croatia NI

Abstain (1)

2

Latvia NI

Abstain (1)

1
icon: The Left The Left
30

Germany The Left

2

Belgium The Left

Abstain (1)

1

Portugal The Left

4

Netherlands The Left

For (1)

1

Denmark The Left

1

Ireland The Left

Abstain (2)

3

Finland The Left

For (1)

1

Cyprus The Left

1

Sweden The Left

For (1)

1
AmendmentsDossier
229 2022/2027(INI)
2022/05/31 CULT 229 amendments...
source: 732.723

History

(these mark the time of scraping, not the official date of the change)

commission/0/dg
Old
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
New
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
docs/2
date
2022-09-30T00:00:00
docs
title: PE736.626
type
Amendments tabled in committee
body
EP
docs/3
date
2022-11-10T00:00:00
docs
url: https://www.europarl.europa.eu/doceo/document/TA-9-2022-0388_EN.html title: T9-0388/2022
type
Text adopted by Parliament, single reading
body
EP
events/4
date
2022-11-10T00:00:00
type
Decision by Parliament
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EP
docs
url: https://www.europarl.europa.eu/doceo/document/TA-9-2022-0388_EN.html title: T9-0388/2022
events/4
date
2022-11-10T00:00:00
type
Results of vote in Parliament
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EP
docs
url: https://oeil.secure.europarl.europa.eu/oeil/popups/sda.do?id=58971&l=en title: Results of vote in Parliament
events/5
date
2022-11-10T00:00:00
type
Decision by Parliament
body
EP
docs
url: https://www.europarl.europa.eu/doceo/document/TA-9-2022-0388_EN.html title: T9-0388/2022
events/5/summary
  • 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.
commission/0/dg
Old
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
New
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
docs/3
date
2022-11-10T00:00:00
docs
url: https://www.europarl.europa.eu/doceo/document/TA-9-2022-0388_EN.html title: T9-0388/2022
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EP
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Debate in Parliament
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2022-11-10T00:00:00
type
Decision by Parliament
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EP
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forecasts
  • date: 2022-11-09T00:00:00 title: Debate in plenary scheduled
commission/0/dg
Old
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
New
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
commission/0/dg
Old
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
New
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
commission/0/dg
Old
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
New
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
docs/3
date
2022-10-12T00:00:00
docs
url: https://www.europarl.europa.eu/doceo/document/A-9-2022-0244_EN.html title: A9-0244/2022
type
Committee report tabled for plenary, single reading
body
EP
events/2/summary
  • 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.
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commission/0/dg
Old
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
New
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
forecasts
  • date: 2022-11-09T00:00:00 title: Indicative plenary sitting date
procedure/title
Old
E-sport and videogames
New
E-sport and video games
commission/0/dg
Old
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
New
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
docs/1/docs/0/url
https://www.europarl.europa.eu/doceo/document/CULT-AM-732723_EN.html
commission/0/dg
Old
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
New
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
procedure/subject/4.10.03
Child protection, children's rights
procedure/subject/4.10.13
Sport
procedure/subject/4.60
Consumers' protection in general
procedure/subject/4.60.02
Consumer information, advertising, labelling
commission/0/dg
Old
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
New
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
docs/0/date
Old
2022-04-05T00:00:00
New
2022-04-26T00:00:00
docs/1
date
2022-05-31T00:00:00
docs
title: PE732.723
type
Amendments tabled in committee
body
EP
procedure/subject/4.10.03
Child protection, children's rights
procedure/subject/4.10.13
Sport
procedure/subject/4.60
Consumers' protection in general
procedure/subject/4.60.02
Consumer information, advertising, labelling
commission/0/dg
Old
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
New
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
commission/0/dg
Old
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
New
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
docs/0/docs/0/url
https://www.europarl.europa.eu/doceo/document/CULT-PR-731488_EN.html
commission/0/dg
Old
Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture
New
Education, Youth, Sport and Culture Internal Market, Industry, Entrepreneurship and SMEs
commission
  • body: EC dg: Internal Market, Industry, Entrepreneurship and SMEs Education, Youth, Sport and Culture commissioner: -- --
docs
  • date: 2022-04-05T00:00:00 docs: title: PE731.488 type: Committee draft report body: EP
committees/1/opinion
False