Progress: Procedure completed
Role | Committee | Rapporteur | Shadows |
---|---|---|---|
Lead | IMCO | ARIAS ECHEVERRÍA Pablo ( EPP) | LEITÃO-MARQUES Maria-Manuel ( S&D), BOTOŞ Vlad-Marius ( Renew), GUERREIRO Francisco ( Verts/ALE), JORON Virginie ( ID), FIDANZA Carlo ( ECR), PELLETIER Anne-Sophie ( GUE/NGL) |
Committee Opinion | CULT | FARRENG Laurence ( Renew) | Isabella ADINOLFI ( PPE), Emmanuel MAUREL ( GUE/NGL), Niklas NIENASS ( Verts/ALE), Ibán GARCÍA DEL BLANCO ( S&D), Elżbieta KRUK ( ECR) |
Committee Opinion | JURI |
Lead committee dossier:
Legal Basis:
RoP 54
Legal Basis:
RoP 54Subjects
Events
The Committee on the Internal Market and Consumer Protection adopted an own-initiative report by Pablo ARIAS ECHEVERRÍA (EPP, ES) on virtual worlds – opportunities, risks and policy implications for the single market.
The transition to Web 4.0 and the development of virtual worlds may be a significant part of the future of digitalisation and may be one of the significant potential building blocks for the completion of the digital single market.
The report welcomes the Commission communication of 11 July 2023 entitled ‘An EU initiative on Web 4.0 and virtual worlds: a head start in the next technological transition’ and stated that any strategy must be sustainable and human-centric , while protecting the values of the European Union.
Internal market and consumer protection
Although the European Commission’s communication does not yet indicate the need for precise legislative action, Members stated that it is nevertheless important to make a careful assessment of all the issues relating to the development of virtual worlds and their effective coverage by existing legislation. They considered that a clear, comprehensive, regulatory framework is of vital importance, particularly when the technology reaches maturity.
Members also considered that the Commission should conduct regular checks on the adequacy and consistency of the legislative framework of the digital single market, to address new opportunities, risks or other issues that may arise with virtual worlds and where necessary, put forward legislative proposals. The outcome of such checks should be made public. The Commission should draft a report on this subject every two years and forward it to Parliament and the Council.
The Commission should also pay attention to the potential emergence of problems in the Web 4.0 that already exist in the Web 3.0, such as the proliferation of disinformation, spread of illegal content, digital identity theft, cybercrime, infringement of intellectual property rights, cyberterrorism, misuse of personal data, manipulative behavioural or addictive design of digital services, fraud, online terrorist content, sexual abuse of minors and cyberbullying.
Members pointed to the significant economic potential of virtual worlds, and the growing needs for investment in the necessary infrastructure and in related research, innovation, and re-and up-skilling. They stressed that the overall costs of such investments should aim to have a neutral impact on final consumer prices. They acknowledged the need to increase available resources at EU-level to fulfil these objectives.
The Commission should closely monitor also the rapid development of AI technology and its impact in the digital ecosystem.
The report stressed the importance of investing in and promoting the acquisition of adequate skills to ensure the availability of skilled and talented workers to fill new jobs in areas such as the architecture of virtual worlds within the EU. It also considered it important to create attractive conditions for retaining European talent, attracting talent from abroad and encouraging entrepreneurship and innovation within the EU. Given the potential of virtual worlds in industrial and professional environments, Members stressed the need to guarantee respect for labour rights and a high level of protection for workers.
The report stressed the need for the EU to become a driving force in shaping virtual worlds into ecosystems that respect and promote EU values, fundamental rights and the highest level of consumer protection .
Members stressed the importance of:
- promoting a level playing field that favours the growth of European small and medium-sized enterprises and the emergence of competitive European businesses, as well as decentralised and interoperable ecosystems;
- guaranteeing the openness, inclusiveness and accessibility of virtual worlds, so as to encourage greater participation by people with disabilities in the new digital environment;
- giving careful thought to the possible configuration of the digital environment, on the understanding that in some cases anonymity may be preferable;
- paying special attention to the data protection implications of user-generated content, as well as the processing of sensitive data such as biometric and behavioural data, emotional reactions and haptic information, while ensuring an innovation-friendly environment;
- paying particular attention to addictive design and manipulative behaviour in these virtual environments;
- setting up educational programmes to help children and young people adapt to technological change and adopt a healthy, balanced approach combining traditional social interaction with time spent in the virtual environment, also giving parents the tools they need to supervise their children's activities.
The Commission is called on to conduct an evidence-based assessment of how to ensure that the infrastructure and devices needed to support the development and functioning of virtual worlds, and the transition from Web 3.0 to Web 4.0 are delivered to consumers, including in remote areas and lower-income households.
Sustainability
The report noted the potential for virtual worlds and Web 4.0 to make a positive contribution to the fight against climate change and for environmental sustainability, for example by facilitating remote working, thereby reducing commuting and associated carbon emissions. The development and deployment of virtual worlds should take into account the impact on the environment; highlights the importance of raising consumers’ awareness about the environmental impact and sustainability of these new technologies, including electronic waste.
Members recalled the need to use, accelerate and incentivise technological advances to reduce the energy consumption and environmental footprint of the activities related to the production, use and development of virtual worlds, such as advanced recycling techniques and renewable energy sources.
Documents
- Text adopted by Parliament, single reading: T9-0032/2024
- Decision by Parliament: T9-0032/2024
- Committee report tabled for plenary: A9-0397/2023
- Amendments tabled in committee: PE753.642
- Committee draft report: PE751.902
- Committee opinion: PE746.918
- Committee opinion: PE746.918
- Committee draft report: PE751.902
- Amendments tabled in committee: PE753.642
- Text adopted by Parliament, single reading: T9-0032/2024
Votes
A9-0397/2023 – Pablo Arias Echeverría – Motion for a resolution #
Amendments | Dossier |
196 |
2022/2198(INI)
2023/06/05
CULT
64 amendments...
Amendment 1 #
Draft opinion Paragraph 1 1. Believes that virtual worlds or ‘metaverses’
Amendment 10 #
Draft opinion Paragraph 2 2. Calls for the E
Amendment 11 #
Draft opinion Paragraph 2 a (new) 2a. Calls for the EU to create and foster a more hospitable environment for the technology industry through, among others, a correct and comprehensive digital education for students;
Amendment 12 #
Draft opinion Paragraph 2 a (new) 2a. Notes that the EU should harness the innovation and progress of videogames, as well as the cultural, economic and educational benefits that emerge from them;
Amendment 13 #
Draft opinion Paragraph 3 3.
Amendment 14 #
Draft opinion Paragraph 3 3. Calls for the EU
Amendment 15 #
Draft opinion Paragraph 3 3. Calls for the EU
Amendment 16 #
Draft opinion Paragraph 3 3. Calls for the EU, in view of the strategic autonomy considerations raised by virtual worlds, to ensure substantial investment in this field; welcomes the VR/AR Industrial Coalition launched by the European Commission as part of the Media Audiovisual Action Plan; notes that the Horizon Europe and Creative Europe programmes both fund augmented and virtual reality projects; points out, however, that the budgets of these programmes are inadequate to foster a real EU strategy for immersive technologies;
Amendment 17 #
Draft opinion Paragraph 3 3. Calls for the EU, in view of the strategic autonomy considerations raised by virtual worlds, to ensure
Amendment 18 #
Draft opinion Paragraph 3 a (new) 3a. Calls for the EU to ensure sufficient investments in the field of digital education in order to promote the development of critical thinking users in the digital world; underlines the importance of granting support to teachers and educators in the process of equipping students with the necessary knowledgebase to safely navigate through the virtual worlds;
Amendment 19 #
Draft opinion Paragraph 3 a (new) 3a. Calls on the Member States and EU institutions to prioritise STEAM education and enhancing digital skills, including a range of skills and know-how for writing, design, artistic creation, digital development, publishing, all of which are key for the building of metaverses;
Amendment 2 #
Draft opinion Paragraph 1 1. Believes that virtual worlds or ‘metaverses’ are a
Amendment 20 #
Draft opinion Paragraph 3 b (new) 3b. Calls on the Member States and EU institutions to ensure that the upskilling of teachers is prioritised and that, throughout the EU, teachers must benefit from pedagogical training to ensure they have the right skills needed to become digitally competent and proficient with technology;
Amendment 21 #
Draft opinion Paragraph 3 b (new) 3b. Emphasises the necessity to better counteract the phenomenon of cyberbullying, both by awareness raising campaigns and implementation of more accurate controls in cyberbullying-prone environments;
Amendment 22 #
Draft opinion Paragraph 3 c (new) 3c. Regrets the difficulty generally encountered by individuals and SMEs in the tech and digital sector in obtaining access to bank credit;
Amendment 23 #
Draft opinion Paragraph 3 d (new) 3d. Notes with regret that European citizens are often unprepared and fall prey to the dangers of online illegal activities;
Amendment 24 #
Draft opinion Paragraph 4 Amendment 25 #
Draft opinion Paragraph 4 4. Emphasises the importance of developing metaverses for the EU’s cultural and creative ecosystems, as new spaces for creativity and expression, which can ultimately lead to human flourishing; insists on ensuring
Amendment 26 #
Draft opinion Paragraph 4 4. Emphasises the importance of developing metaverses for the EU’s cultural and creative ecosystems, as new spaces for creativity and expression
Amendment 27 #
Draft opinion Paragraph 4 4. Emphasises th
Amendment 28 #
Draft opinion Paragraph 4 a (new) 4a. Emphasises the pressing need to foster education, training and upskilling of workers in the field of virtual worlds, in order to create and keep talent within the European Union, avoiding a brain drain towards other markets and facilitating the harmonisation of training and mutual recognition of qualifications across Member States;
Amendment 29 #
Draft opinion Paragraph 4 a (new) 4a. Stresses the importance of safeguarding the physical and mental health of European citizens from the negative effects often caused by excessive use of social media and other tools accessible through metaverses, including, among others, the development of addiction and psychological or eating disorders;
Amendment 3 #
Draft opinion Paragraph 1 1. Believes that virtual worlds or ‘metaverses’ are a major step forward in the digital transition, and that they can be defined as a simulation of real-time, immersive 3D or 2D spaces in which users can interact; takes the view that virtual worlds can generate synergies with Web 3.0;
Amendment 30 #
Draft opinion Paragraph 4 a (new) 4a. Stresses that SMEs, which make up the vast majority of Europe's cultural and creative ecosystem, must be able to take advantage of immersive technologies for their development, without being held back by entry barriers that would only benefit large digital companies;
Amendment 31 #
Draft opinion Paragraph 5 5. States that virtual worlds can significantly impact education and research by transforming how we acquire knowledge; stresses that metaverses can allow for better visualisation of educational content, awareness raising and increased possibilities for collaboration between learners and enhanced distance and lifelong learning; highlights the potential of virtual worlds to empower individuals and bridge the digital divide through education, promoting digital literacy among all society groups and reducing inequalities in terms of gender, socioeconomic differences and for people with disabilities;
Amendment 32 #
Draft opinion Paragraph 5 5. States that virtual worlds can significantly impact education and research
Amendment 33 #
Draft opinion Paragraph 5 5. States that virtual worlds can significantly impact education and research by transforming how we acquire knowledge; stresses that metaverses can allow for better visualisation of educational content, increased possibilities for collaboration between learners and e
Amendment 34 #
Draft opinion Paragraph 5 5. States that
Amendment 35 #
Draft opinion Paragraph 5 5. States that virtual worlds can significantly impact education and research by transforming how we acquire knowledge; stresses that metaverses can allow for
Amendment 36 #
Draft opinion Paragraph 5 a (new) 5a. Notes that ‘metaverses’ or virtual worlds are currently in the hands of few established market players and that, as such, they are subject to monopolistic tendencies and market concentration; understands that decentralization is a necessary precondition for any rights- preserving and human-centric virtual world;
Amendment 37 #
Draft opinion Paragraph 5 a (new) 5a. Welcomes the progress made in the field of artificial intelligence; notes nonetheless that AI still represents an unreliable and often problematic instrument for knowledge sourcing activities, especially in the context of production of socially or culturally relevant texts such as academic or legislative works;
Amendment 38 #
Draft opinion Paragraph 5 a (new) 5a. Welcomes the impact that virtual worlds can have in safeguarding and promoting European cultural heritage, by making it possible to offer personalised experiences to users, for educational or tourism purposes;
Amendment 39 #
Draft opinion Paragraph 5 b (new) 5b. Raises concerns regarding the data sourcing process of AI instruments used for the production of art works when mimicking and reproducing techniques, colour composition or brushstrokes of notable works of art;
Amendment 4 #
Draft opinion Paragraph 1 1. Believes that virtual worlds or ‘metaverses’
Amendment 40 #
Draft opinion Paragraph 6 6. Stresses that an EU strategy
Amendment 41 #
Draft opinion Paragraph 6 6. Stresses that an EU strategy for
Amendment 42 #
Draft opinion Paragraph 6 6. Stresses that an EU strategy for virtual worlds must go hand in hand with an appropriate framework to ensure the protection and promotion of intellectual property, in particular authors' rights and copyright, and stresses the need to protect artist and their creations in the virtual worlds; notes that most intellectual property systems in the metaverse are based on blockchain technology, and believes that non-fungible tokens can represent a new source of revenue for the EU’s cultural ecosystem.
Amendment 43 #
Draft opinion Paragraph 6 6. Stresses that an EU strategy for virtual worlds must go hand in hand with an appropriate framework to ensure the protection and promotion of intellectual property and personal data protection provisions; notes that most intellectual property systems in the metaverse are based on blockchain technology, and believes that non-fungible tokens can represent a new source of revenue for the EU’s cultural ecosystem.
Amendment 44 #
Draft opinion Paragraph 6 a (new) 6a. Notes that current metaverses and ancillary technologies, in particular blockchain and NFTs, are currently characterized by extremely high levels of energy consumption; stresses that any EU strategy for the virtual worlds must address the environmental impact of these new technologies, especially in regards to energy consumption, in order to be future proof and sustainable in the long term; recommends these technologies to be subject to adequate environmental risk assessments before being placed in the single market and to be accompanied with energy labels that can make consumers aware of their environmental impact.
Amendment 45 #
Draft opinion Paragraph 6 a (new) 6a. Recognises the importance of multilateral fora in topics of global significance such as this, and encourages the Commission to take a coordinated approach with the Member States as regards contributing to important international standardisation efforts, such as ‘The Metaverse Standards Forum’, as well as other related initiatives within the OECD and other international organisations such as the ITU and ISO;
Amendment 46 #
Draft opinion Paragraph 6 a (new) 6a. Considers that virtual worlds can also create risks, and that these spaces should be regulated to prevent any abuses linked to harmful behaviour in a digital environment or to inappropriate use; calls, in particular, on the European Commission to address the issues related to cyberbullying in the metaverse, as part of its new European strategy for a better internet for kids (BIK+);
Amendment 47 #
Draft opinion Paragraph 6 a (new) 6a. Emphasises the need to ensure a safe and healthy environment in virtual worlds, where cybersecurity, privacy, transparency and the rights and needs of the users are properly preserved and protected, preventing any form of harassment, bullying, discrimination and surveillance of citizens and workers;
Amendment 48 #
Draft opinion Paragraph 6 a (new) 6a. Insists that copyright in European works of art must remain European, including in relation to the digitalisation of works of art and relevant material, including, but not restricted to, digitalisation carried out by industries outside the EU; discourages economic speculation in this field;
Amendment 49 #
Draft opinion Paragraph 6 a (new) 6a. Reiterates the call made by the European Parliament in its report on shaping digital education policy to develop AI and robotics education across the Union as a method to empower EU citizens and protect the European innovation ecosystem and ethics standards;
Amendment 5 #
Draft opinion Paragraph 1 1. Believes that virtual worlds or ‘metaverses’ are a
Amendment 50 #
Draft opinion Paragraph 6 a (new) 6a. Notes that it is vital to ensure the safety of users of virtual worlds, especially young people, as the wide range of accessible and uncontrolled content can have a harmful influence on them;
Amendment 51 #
Draft opinion Paragraph 6 b (new) 6b. Stresses the importance of protecting children and minors in the virtual worlds, drawing on the existing European legislation and strategies such as the DSA and the new European strategy for a better internet for kids (BIK+), to ensure online safety and a positive use of the metaverses;
Amendment 52 #
Draft opinion Paragraph 6 b (new) 6b. Believes that the development of virtual worlds should coincide with raising European citizens' awareness of their responsible use, and enhancing digital literacy for users of these technologies and, where appropriate, for their parents or carers;
Amendment 53 #
Draft opinion Paragraph 6 b (new) 6b. Calls on the Commission to preserve European artistic heritage and European virtual artistic heritage, comprising of newly generated elements as well as elements of artistic heritage replicated or, in any way, transposed to the metaverse;
Amendment 54 #
Draft opinion Paragraph 6 b (new) 6b. Expresses concern about the possible negative effects the increased use of virtual worlds could have on physical and mental health;
Amendment 55 #
Draft opinion Paragraph 6 c (new) 6c. Calls on the European Commission for a close and continuous monitoring on the development of virtual worlds, to identify issues and challenges that may arise and that are not addressed by the current legal framework or that may need further harmonisation among Member States;
Amendment 56 #
Draft opinion Paragraph 6 c (new) 6c. Calls for particular attention to be paid to the risks associated with disinformation and comments against democratic values that may be present in virtual worlds;
Amendment 57 #
Draft opinion Paragraph 6 c (new) 6c. Calls on the Commission to ensure the protection of the intellectual property of digitised European landscape, which must remain European;
Amendment 58 #
Draft opinion Paragraph 6 d (new) 6d. Notes that future developments of the virtual worlds should be guided by a set of ethical and human centric principles, in line and up to date with existing and future EU legislation such as the General Data Protection Regulation, the Digital Services Act and the Digital Market Act, the Copyright Directive, etc.;
Amendment 59 #
Draft opinion Paragraph 6 d (new) Amendment 6 #
Draft opinion Paragraph 2 2. Calls for the EU to adopt a comprehensive human-centric strategy for virtual worlds,
Amendment 60 #
Draft opinion Paragraph 6 d (new) 6d. Expresses concern about the vast amount of personal data that is easily accessible in virtual worlds and the hacking issues that may arise;
Amendment 61 #
Draft opinion Paragraph 6 e (new) 6e. Underlines the value of the recommendations by the European citizens' panel on virtual worlds and recalls the currently ongoing European Parliament Pilot Project "A space for the metaverse", which will contribute to create an interdisciplinary European network of experts, thinkers and leaders, for an ethical and democratic development of the metaverses;
Amendment 62 #
Draft opinion Paragraph 6 e (new) 6e. Expresses concern about how the cost of the required equipment is widening the digital gap; stresses the importance of making virtual worlds accessible and inclusive;
Amendment 63 #
Draft opinion Paragraph 6 f (new) 6f. Expresses concern about how the cost of the required equipment is widening the digital gap; stresses the importance of making virtual worlds accessible and inclusive;
Amendment 64 #
Draft opinion Paragraph 6 g (new) 6g. Expresses concern about the sense of impunity one can have in virtual worlds, which can cause people to behave in a manner that runs counter to social norms;
Amendment 7 #
Draft opinion Paragraph 2 2. Calls for the EU to adopt a comprehensive strategy for virtual worlds, building on the strengths of its industry to overcome the hardware and software challenges, while harnessing and promoting the innovation and progress of
Amendment 8 #
Draft opinion Paragraph 2 2. Calls for the EU to adopt a comprehensive strategy for virtual worlds, building on the strengths of its industry to overcome the hardware and software challenges, while harnessing the innovation and progress of the video game industry; stresses the need to adopt an interdisciplinary approach to the development of European metaverses, without separating technology from content;
Amendment 9 #
Draft opinion Paragraph 2 2.
source: 749.262
2023/09/26
IMCO
132 amendments...
Amendment 1 #
Motion for a resolution Citation 3 a (new) – Having regard to Article 24 of the EU Charter of Fundamental Rights and the United Nations Convention on the Rights of the Child as elaborated in its General Comment No. 25 as regards the digital environment.
Amendment 10 #
Motion for a resolution Recital D D. whereas in the EU, awareness of the challenges posed by the accumulation of power by foreign digital giants and of the EU lagging behind in the global digital race have been translated into political and legislative will; whereas the EU institutions have made the digital and green transition
Amendment 100 #
Motion for a resolution Paragraph 14 14. Recalls the potential of virtual
Amendment 101 #
Motion for a resolution Paragraph 14 14. Recalls the potential of virtual worlds and immersive education to offer unique experiences that can help minors develop their appetite for learning through, for example, learning through play, which can help them to develop skills in collaboration, communication, critical thinking, innovation and confidence; in view of this stresses the opportunity to focus on addressing the EU's skills gap and training future talents who will benefit from the opportunities that virtual worlds will offer but also contribute to Europe's competitiveness; calls on the Commission to encourage initiatives where universities, engineering schools and industry players partner to assess the skills gaps, co-design roadmaps and strengthen public-private cooperation for the benefit of EU's youth; underlines the importance of protecting minors in virtual worlds, especially against abuse, harassment and bullying;
Amendment 102 #
Motion for a resolution Paragraph 14 14. Recalls the potential of virtual worlds to offer unique experiences that can help minors develop their appetite for learning through, for example, learning through play, which can help them to develop skills in collaboration, communication, critical thinking, innovation and confidence; stresses, however, the risks inherent in early exposure to an excessive use of screens, which can affect well-being and proper cognitive, physical, psychological and social development; calls for information campaigns on limiting screen time, promoting the proper use of screens and the importance of digital parenting to be launched; underlines the importance of protecting minors in virtual worlds, especially against abuse, harassment and bullying;
Amendment 103 #
Motion for a resolution Paragraph 14 14. Recalls the potential of virtual worlds to offer
Amendment 104 #
Motion for a resolution Paragraph 14 14. Recalls the potential of virtual worlds to offer unique experiences that can help minors develop their appetite for learning through, for example, learning through play, which can help them to develop skills in collaboration, communication, critical thinking, innovation and confidence;
Amendment 105 #
Motion for a resolution Paragraph 14 14. Recalls the potential of virtual worlds to offer unique experiences that can help minors develop their appetite for learning through, for example, learning through play, which can help them to develop skills in collaboration, communication, critical thinking, innovation and confidence; underlines the importance of protecting minors especially from digital addiction ,and also to protect them in virtual worlds, especially against abuse, harassment and bullying;
Amendment 106 #
Motion for a resolution Paragraph 14 – subparagraph 1 (new) Calls for a ban on access to virtual worlds for children under 13, along the lines of that applied to social networks;
Amendment 107 #
14a. Calls on the Commission to promote safety by design and the inclusion of appropriate information for consumers, especially in terms of potential negative impacts and the introduction of safety limits, in particular for vulnerable categories; notes that the industry needs to become more active on this topic and the need for regulation must be assessed as soon as possible, before the mass market of such technologies;
Amendment 108 #
Motion for a resolution Paragraph 14 a (new) 14a. Underlines to necessity of educational programs to help children and young people adapt to the technological changes and to adopt an healthy and balanced approach combining the traditional social interaction with the time spent in the virtual environment also giving the parents the necessary tools to supervise and take informed decisions when allowing or involving their children in the virtual environment;
Amendment 109 #
15. Notes that virtual worlds will generate high-resolution images, graphics and video to ensure immersive user experiences, further requiring high- performing infrastructure; notes that, in particular 5G and 6G networks with low latency and high bandwidth will be key, as will technologies such as edge computing; recalls the European Court of Auditors’ January 2022 report, which estimated the total cost of 5G deployment across all EU Member States until 2025, between building new 5G infrastructure and upgrading existing infrastructure, to range between EUR 281 billion and EUR 391 billion; calls, in this regard, for the establishment of a framework which would provide for a fair and equitable contribution to be made by very large content providers to Internet access providers;
Amendment 11 #
Motion for a resolution Recital D D. whereas in the EU, awareness of the challenges posed by the accumulation of power by foreign digital giants and of the EU lagging behind in the global digital race have been translated into the need of re-establishing a level playing field in the digital market and therefore into political and legislative will; whereas the EU institutions
Amendment 110 #
Motion for a resolution Paragraph 15 15. Notes that virtual worlds will generate high-resolution images, graphics and video to ensure immersive user experiences, further requiring high- performing infrastructure; notes that, in particular
Amendment 111 #
Motion for a resolution Paragraph 15 15. Notes that virtual worlds will generate high-resolution images, graphics and video to ensure immersive user experiences, further requiring high- performing infrastructure; notes that,
Amendment 112 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure needed is delivered to consumers; highlights that a true single market for telecoms is key in this regard; highlights the need of a fair contribution from all the market players and the need of fair and up-to-dated policy framework governing the digital communications ecosystem. Points out that consolidation at the EU level is an option for the European telecom companies to compete effectively and continue to invest in infrastructure, particularly Gigabit networks, for the benefit of the EU single market
Amendment 113 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure needed is delivered to consumers; highlights that a true single market for telecoms is key in this regard; calls on the Commission to conduct a study of the legislative framework applicable to virtual worlds and assess potential gaps, notably in the protection of vulnerable groups such as children, and support the development of regulatory instruments and industry standards on ageappropriate design and privacypreserving, effective, secure and proportionate age assurance mechanisms.
Amendment 114 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure needed
Amendment 115 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an
Amendment 116 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure needed is delivered to consumers; highlights that a true single market for telecoms is key in this regard and thus the appropriate extra telecom infrastructure should be invested in;
Amendment 117 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure needed is delivered to consumers, paying particular attention to the possible harms to the environment; highlights that a true single market for telecoms is key in this regard;
Amendment 118 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure needed is delivered to consumers;
Amendment 119 #
Motion for a resolution Paragraph 16 16. Calls on the Commission to conduct an assessment of how to ensure that the infrastructure
Amendment 12 #
Motion for a resolution Recital D D. whereas in the EU, awareness of the potential of emerging technologies and of the challenges posed by the accumulation of power by foreign digital giants
Amendment 120 #
Motion for a resolution Paragraph 16 – subparagraph 1 (new) warns of the dangers of financial transactions involving cryptocurrencies, particularly fraud and scams;
Amendment 121 #
Motion for a resolution Paragraph 16 a (new) 16a. Notes with concern that the development and deployment of virtual worlds may have a great impact on the environment, due to its need for high amounts of computing capacity in data centres and overall use of energy and creation of electronic waste; stresses the need for the establishment of energy efficient technologies, including the ability to measure environmental impact across the entire value chain; highlights the importance of raising consumer’s awareness about the environmental impact and sustainability of these new technologies;
Amendment 122 #
Motion for a resolution Paragraph 16 b (new) 16b. Laments that the Commission has failed to include obligations to protect the environment into recent digital landmark legislative proposals, and thereby failed its promise to deliver a true twin transition;
Amendment 123 #
Motion for a resolution Paragraph 17 17. Points out that the production of the devices needed to access virtual worlds requires resources such as rare earths and other mineral raw materials; welcomes in this sense the presentation of the Commission proposal for a regulation establishing a framework for ensuring a secure and sustainable supply of critical raw materials (COM(2023)0160); stresses that investments in resources such as rare earths and other future mineral raw materials must comply with forthcoming regulations on the due dilligence and to ban products made with forced labour on the EU market
Amendment 124 #
Motion for a resolution Paragraph 17 a (new) 17a. Notes that electricity consumption by large data centres currently accounts for 1-1.5% of global electricity use according to the International Energy Agency1a, points out that data centre electricity consumption is likely to surge in case of large-scale adoption of virtual world technologies and the danger that increased electricity use has on realising the green transition; _________________ 1a https://www.iea.org/energy- system/buildings/data-centres-and-data- transmission-networks
Amendment 125 #
Motion for a resolution Paragraph 18 18. Is convinced that virtual worlds can make a positive contribution to the fight against climate change and for environmental sustainability, for example by facilitating remote working, thereby reducing commuting and associated carbon emissions
Amendment 126 #
Motion for a resolution Paragraph 18 18.
Amendment 127 #
Motion for a resolution Paragraph 18 18.
Amendment 128 #
Motion for a resolution Paragraph 19 19. Recalls the need to take advantage of technological advances to reduce the energy consumption and environmental footprint of the activities related to the production, use and development of virtual worlds, such as advanced recycling techniques and renewable energies; It is recommended to promote the efforts of telecommunications companies in demonstrating the contribution of network infrastructures and digital solutions to carbon footprint reduction (direct and indirect emissions reductions in other sectors), in line with the work of the EDGC. With reference to the promotion of circular economy on devices, it is necessary to provide concrete benefits to virtuous telco’s operators on green actions (for example, tax breaks on the sustainability report)
Amendment 129 #
Motion for a resolution Paragraph 19 19. Recalls the need to take advantage of technological advances to reduce the energy consumption and environmental footprint of the activities related to the production, use and development of virtual worlds, such as advanced recycling techniques and renewable energies; recalls the need to respect the right to repairability of objects in order to extend their lifespan;
Amendment 13 #
Motion for a resolution Recital D D. whereas in the EU, awareness of the challenges posed by the accumulation of power by foreign digital giants and of the EU lagging behind in the global digital race have been translated into political and legislative will; whereas the EU institutions have made the digital transition one of their priority areas of action and policy formulation, establishing rules in line with European values and principles and moving away from the path followed by other
Amendment 130 #
Motion for a resolution Paragraph 19 19. Recalls the need to
Amendment 131 #
Motion for a resolution Paragraph 19 19. Recalls the need to
Amendment 132 #
Motion for a resolution Paragraph 19 – subparagraph 1 (new) Calls on the Commission to conduct an enquiry into the environmental impact of virtual worlds and digital pollution in particular
Amendment 14 #
Motion for a resolution Recital D a (new) Da. whereas digital technologies, including those referred to under the term “virtual worlds” require high amounts of energy, storage space and bandwidth to be developed and run; whereas the digital sector is one of the sectors that records exponential growth which may impact the EU’s climate goals
Amendment 15 #
Motion for a resolution Recital E E. whereas the transition to Web 4.0 and the development of virtual worlds are an indispensable part of the future of digitisation and a key building block for the completion of the digital single market; whereas the new virtual worlds should not replace but rather only complement the real world;
Amendment 16 #
Motion for a resolution Recital E E. whereas the
Amendment 17 #
Motion for a resolution Recital E E. whereas the transition to Web 4.0 and the development of virtual worlds
Amendment 18 #
Motion for a resolution Recital E E. whereas the transition to Web 4.0 and the development of virtual worlds are a
Amendment 19 #
Motion for a resolution Recital E a (new) Ea. whereas a definition and clear understanding of "virtual worlds" is lacking, including which technologies may be captured under such a term; whereas inventions such as the “metaverse” have yet to prove their significance
Amendment 2 #
Motion for a resolution Recital B B. whereas digitalisation brings with it a wealth of opportunities in fields such as medicine, security, education and law enforcement, and has enormous potential to solve global problems related to poverty and inequality; whereas it also offers new possibilities to advance the transition process towards more sustainable and just societies; whereas it still requires the significant investment to combat the roll- out of digital technology and the digital divide, which still affects 46% of Europeans;
Amendment 20 #
Motion for a resolution Recital F F. whereas virtual worlds also entail significant risks affecting consumer
Amendment 21 #
Motion for a resolution Recital F F. whereas virtual worlds also entail significant risks
Amendment 22 #
Motion for a resolution Recital F F. whereas virtual worlds also entail significant risks affecting consumer protection
Amendment 23 #
Motion for a resolution Recital F F. whereas virtual worlds also entail significant risks affecting consumer protection and issues related to competition law, privacy and personal data protection,
Amendment 24 #
Motion for a resolution Recital F F. whereas virtual worlds also entail significant risks affecting consumer protection and issues related to competition
Amendment 25 #
Motion for a resolution Recital F F. whereas virtual worlds also entail significant risks affecting citizen and consumer protection and issues related to competition law, privacy and personal data protection, and cybersecurity;
Amendment 26 #
Motion for a resolution Recital F a (new) Amendment 27 #
Motion for a resolution Recital F a (new) Fa. whereas the industrial applications and the consumer use cases present different challenges and require tailored approaches
Amendment 28 #
Motion for a resolution Recital F b (new) Fb. whereas broad-scale adoption of online virtual worlds would significantly increase power needs of data centres, and such increased electricity consumption could endanger the sustainable transition;
Amendment 29 #
Motion for a resolution Paragraph 1 1. Welcomes the Commission communication of 11 July 2023 entitled ‘An EU initiative on Web 4.0 and virtual worlds: a head start in the next technological transition’; underlines that this strategy must be sustainable and human-centric, while protecting the values of the European Union and fundamental rights
Amendment 3 #
B. whereas digitalisation brings with it a wealth of opportunities in fields such as medicine, culture, security, or education, and
Amendment 30 #
Motion for a resolution Paragraph 2 2. Points to the lack of a universally recognised or agreed definition of technologies considered as “virtual worlds” and
Amendment 31 #
Motion for a resolution Paragraph 2 2.
Amendment 32 #
Motion for a resolution Paragraph 2 2. Points to the lack of a universally recognised or agreed definition of virtual worlds as well as a lack of policy coordination at national level and considers that further work is needed in order to rectify this;
Amendment 33 #
Motion for a resolution Paragraph 2 2. Points to the lack of
Amendment 34 #
Motion for a resolution Paragraph 2 a (new) 2a. observes that, although the European Commission's communication does not yet indicate the need for precise legislative action, it is nevertheless important to make a careful assessment of all issues relating to the development of virtual worlds and their effective coverage by existing legislation;
Amendment 35 #
Motion for a resolution Paragraph 2 a (new) 2a. Underlines the need to make a clear difference between the digital instruments, augmented reality, immersive experiences, virtual reality and other possible emerging technologies, based on strong scientific studies and technical specificities, exploring the need for standardization of the sector;
Amendment 36 #
Amendment 37 #
Motion for a resolution Paragraph 3 3. Underlines that a true digital single market can contribute decisively to the development of virtual worlds; considers that a clear
Amendment 38 #
Motion for a resolution Paragraph 3 3. Underlines that, except for the subsidiarity principles on the cultural policy rules and the country of destination rules on the copyright matters a true digital single market can contribute decisively to the development of virtual worlds; considers that a clear and comprehensive regulatory framework is of vital importance; highlights and stresses the need to monitor potential fragmentation issues within the digital single market;
Amendment 39 #
Motion for a resolution Paragraph 3 3. Underlines that
Amendment 4 #
Motion for a resolution Recital B B. whereas digitali
Amendment 40 #
Motion for a resolution Paragraph 3 3. Underlines that a true digital single
Amendment 41 #
Motion for a resolution Paragraph 4 4. Welcomes the shaping of a legislative framework for the digital sector thanks to the latest regulatory developments in this regard, such as the Digital Services Act (Regulation (EU) 2022/20651 )
Amendment 42 #
Motion for a resolution Paragraph 4 4. Welcomes the latest regulatory developments in this regard, such as the Digital Services Act (Regulation (EU) 2022/20651 ) and the Digital Markets Act (Regulation (EU) 2022/19252 ); notes also the proposal for an artificial intelligence act and the ongoing negotiations thereon; is concerned about the lack of references to concrete regulatory gaps in the Commission communication, and calls on the Commission to conduct further work on such assessments; considers that the Commission should conduct regular regulatory fitness checks of the digital single market and, where necessary, put forward legislative proposals; believes that the outcome of such checks should be made public; _________________ 1 Regulation (EU) 2022/2065 of the
Amendment 43 #
Motion for a resolution Paragraph 4 4. Welcomes the latest regulatory developments in this regard, such as the Digital Services Act (Regulation (EU) 2022/20651 ) and the Digital Markets Act (Regulation (EU) 2022/19252 ); notes also the proposal for an artificial intelligence act and the ongoing negotiations thereon; considers that the Commission should conduct regular regulatory fitness checks of the digital single market including a specific assessment of whether the new opportunities, risks or other issues that may rise with virtual worlds are sufficiently addressed in legislation an policy, and
Amendment 44 #
Motion for a resolution Paragraph 4 4. Welcomes the latest regulatory developments in this regard, such as the Digital Services Act (Regulation (EU) 2022/20651 ) and the Digital Markets Act (Regulation (EU) 2022/19252 ); notes also the proposal for an artificial intelligence act, the Right to Repair and Cyber Resilience Act and the ongoing negotiations thereon; considers that the Commission should conduct regular regulatory fitness checks of the digital single market and, where necessary, put forward legislative proposals; believes that the outcome of such checks should be made public; _________________ 1 Regulation (EU) 2022/2065 of the
Amendment 45 #
5. Welcomes the Commission’s commitment to monitor the development of virtual worlds; invites the Commission to draft a report on this subject every two years and to transmit it to Parliament and the Council; asks the Commission to pay attention to the potential emergence of problems in the Web 4.0 that already exist in the Web 3.0, such as the proliferation of fake news, spread of illegal content, infringement of intellectual property rights, cyberterrorism, sexual abuse of minors and cyberbullying, among others; calls the Commission to specially assess of all potential risks for consumers when using virtual worlds and all related technologies and which gaps in EU law exists with the objective to ensure an high level of consumer protection ;
Amendment 46 #
Motion for a resolution Paragraph 5 5. Welcomes the Commission’s commitment to monitor the development of virtual worlds; invites the Commission to draft a report on this subject every two years and to transmit it to Parliament and the Council; asks the Commission to pay attention to the potential emergence of problems in the Web 4.0 that already exist in the Web 3.0,
Amendment 47 #
Motion for a resolution Paragraph 5 5. Welcomes the Commission’s commitment to monitor the development of virtual worlds; invites the Commission to draft a report on this subject every two years and to transmit it to Parliament and the Council; asks the Commission to pay attention to the potential emergence of problems in the Web 4.0 that already exist in the Web 3.0, such as
Amendment 48 #
Motion for a resolution Paragraph 5 5. Welcomes the Commission’s commitment to monitor the development of
Amendment 49 #
Motion for a resolution Paragraph 5 5. Welcomes the Commission’s commitment to monitor the development of virtual worlds; invites the Commission to draft a report on this subject every two years and to transmit it to Parliament and the Council; asks the Commission to pay attention to the potential emergence of problems in the Web 4.0 that already exist in the Web 3.0, such as the proliferation of fake news, infringement of intellectual property rights, digital identity fraud, cybercrime, cyberterrorism, sexual abuse of minors and cyberbullying, among others;
Amendment 5 #
Motion for a resolution Recital B B. whereas digitalisation brings
Amendment 50 #
Motion for a resolution Paragraph 5 5. Welcomes the Commission’s commitment to monitor the development of virtual worlds; invites the Commission to draft a report on this subject every two years and to transmit it to Parliament and the Council; asks the Commission to pay attention to the potential emergence of problems in the Web 4.0 that already exist in the Web 3.0, such as the proliferation of fake news, infringement of intellectual property rights, misuse of personal data, cyberterrorism, sexual abuse of minors and cyberbullying, among others;
Amendment 51 #
Motion for a resolution Paragraph 5 a (new) 5a. Underlines that existing imbalance in the consumer trader relationship online might be exacerbated in virtual worlds and stresses that deceptive practices need to be addressed before allowing such systems to enter the European Union; notes in this regard that possible harmful impacts on consumers can occur; underlines that technologies must not be designed to distort consumers’ transactional behaviour leading them to make decisions they would not have made otherwise;
Amendment 52 #
Motion for a resolution Paragraph 6 6. Points to the
Amendment 53 #
Motion for a resolution Paragraph 6 6. Points to the great economic
Amendment 54 #
Motion for a resolution Paragraph 6 a (new) 6a. Signals the positive as well as the negative potential impact of the new technologies and products on consumers, on their health, on their social and economic life; notes the growing number and variety of products linked to virtual worlds and economic investments made in the virtual world such us buying virtual assets, avatars and others; highlights the need to have targeted studies and extended consultation with experts in different fields, from economy to psychology to neuro-specialists, in order to develop a legislative framework fit for the purpose.
Amendment 55 #
Motion for a resolution Paragraph 6 a (new) 6a. stresses that virtual worlds play also a key role for the industrial ecosystem by facilitating the relationship between developers and industrial users in order to develop and optimize the technologies for the new industrial applications leading to on the one hand, lower costs for companies for testing, engineering, production, etc. and, on the other hand, more innovative and accessible end products for consumers;
Amendment 56 #
Motion for a resolution Paragraph 6 b (new) 6b. notes that also the development of some AI models such as generative AI can play a crucial role in creating and enriching virtual environments; in this regards call on the Commission to closely monitor also the rapid develpoment of this tecnology and its impact in the digital ecosystem;
Amendment 57 #
Motion for a resolution Paragraph 7 7. Signals also the potentially positive impact that these developments
Amendment 58 #
Motion for a resolution Paragraph 7 7. Signals also the positive impact that these developments will have on employment
Amendment 59 #
Motion for a resolution Paragraph 7 7. Signals also the potential positive impact that these developments
Amendment 6 #
Motion for a resolution Recital C C. whereas the digital transformation also entails significant challenges that will force us to
Amendment 60 #
Motion for a resolution Paragraph 7 7. Signals also the positive impact that these developments
Amendment 61 #
Motion for a resolution Paragraph 7 a (new) 7a. Notes the possible development of a parallel economy, with different structures and monetary systems as well as the social barriers that might appear in the virtual environment due to the quality of products, the costs and the lack of control and regulations on the possible interactions amongst the participants of different environments;
Amendment 62 #
Motion for a resolution Paragraph 8 8. Recalls that most companies leading the development of virtual worlds are established outside the EU and many projects are led by dominant players in the tech industry; considers that the EU should take the lead in shaping virtual worlds as ecosystems in which
Amendment 63 #
Motion for a resolution Paragraph 8 8. Recalls that most companies leading the development of virtual worlds
Amendment 64 #
Motion for a resolution Paragraph 8 8.
Amendment 65 #
Motion for a resolution Paragraph 8 8. 8. Recalls that
Amendment 66 #
Motion for a resolution Paragraph 8 8. Recalls that most companies leading the development of virtual worlds are established outside the EU; considers that the EU should take the lead in shaping virtual worlds as ecosystems in which European values and principles are respected and promoted, with users at their centre and ensuring full respect for fundamental rights, as well as the highest level of consumer protection; signals the importance of fostering the creation of a level playing field that promotes the expansion of European small and medium- sized enterprises, innovation and growth;
Amendment 67 #
Motion for a resolution Paragraph 8 8. Recalls that most companies leading the development of virtual worlds are established outside the EU; considers that the EU should take the lead in shaping virtual worlds as ecosystems in which European values and principles are respected and promoted, with users and their fundamental rights at their centre; signals the importance of fostering the creation of a level playing field that promotes the expansion of European small and medium-sized enterprises, innovation and growth;
Amendment 68 #
Motion for a resolution Paragraph 9 9. Acknowledges that multiple virtual worlds have been developed by different undertakings in the absence of open standards and interoperable platforms; notes the risks for consumers of allowing big players to define technical standards and protocols in their own interest and against the interests of consumers and society at large; considers that interoperability and open standards can contribute to the prevention of quasi- monopolies or abuses of dominant position to the detriment of consumers; welcomes the Commission’s commitment to engage with existing multi-stakeholder internet governance institutions to develop common governance standards; calls for the inclusion of consumer and other civil society organisations in all stakeholder engagement actions; supports the establishment of a technical multi- stakeholder forum for the development of
Amendment 69 #
Motion for a resolution Paragraph 9 9. 9. Acknowledges that multiple virtual worlds have been developed by different undertakings
Amendment 7 #
Motion for a resolution Recital C C. whereas the digital transformation also entails significant challenges that will force us to review many of the concepts and norms that have hitherto underpinned our growth and social progress keeping intact our fundamental core principles and values such as cultural policies and copyrights law;
Amendment 70 #
Motion for a resolution Paragraph 9 9. Acknowledges that multiple virtual worlds have been developed by different undertakings
Amendment 71 #
Motion for a resolution Paragraph 9 9. Acknowledges that multiple virtual worlds have been developed by different undertakings in the absence of open standards and interoperable platforms; underlines that these virtual worlds are currently developed by a few undertakings that have the resources and funds necessary to develop them; considers then that interoperability and open standards can contribute to the prevention of quasi- monopolies or abuses of dominant position of those undertakings to the detriment of consumers; welcomes the Commission’s commitment to engage with existing multi- stakeholder internet governance institutions to develop common governance standards; supports the establishment of a worldwide technical multi-
Amendment 72 #
Motion for a resolution Paragraph 9 9. Acknowledges that multiple virtual worlds have been developed by different undertakings in the absence of open standards and interoperable platforms; considers that interoperability and open standards can contribute to the prevention of quasi-monopolies or abuses of dominant position to the detriment of consumers and European companies, notably SMEs; welcomes the Commission’s commitment to engage with existing multi-stakeholder internet governance institutions to develop common governance standards; supports
Amendment 73 #
Motion for a resolution Paragraph 9 9. Acknowledges that multiple virtual worlds have been developed by different undertakings in the absence of open
Amendment 74 #
Motion for a resolution Paragraph 10 10. Stresses the need to ensure that virtual worlds are open and accessible,
Amendment 75 #
Motion for a resolution Paragraph 10 10. Stresses the need to ensure that virtual worlds are open, inclusive and accessible, contributing to the greater participation of people with disabilities in the digital transition; signals the potential of virtual worlds to increase the participation of people with disabilities in different activities such as virtual tourism
Amendment 76 #
Motion for a resolution Paragraph 10 10. Stresses the need to ensure that virtual worlds are open and accessible, contributing to the greater participation of people with disabilities in the new digital
Amendment 77 #
Motion for a resolution Paragraph 10 – subparagraph 1 (new) Stresses the need to recognise the specific needs, vulnerabilities and rights of children in all virtual worlds likely to be accessed by children, as well as the heightened risks that they face due to their evolving capacities and developmental stages; recalls the responsibility of businesses for designing and operating online services and products that are safe for children, respect their rights and prioritise their best interest, by design and default, and that children belonging to different age groups should enjoy age appropriate experiences online; supports the development of measures that ease compliance and empower businesses to innovate and invest in delivering safe, age-appropriate products and services for children, notably regulatory instruments and industry standards on age-appropriate design and on privacy-preserving, effective, secure and proportionate age assurance mechanisms;
Amendment 78 #
Motion for a resolution Paragraph 10 – point 1 (new) (1) Stresses the need to recognise the specific needs, vulnerabilities and rights of women in all virtual worlds, as well as the increased risks they face because of their gender , such as sexual harassment, sexual assault, rape and violence; recalls that it is the responsibility of companies to design and operate online services and products that are safe for women and respect their fundamental rights, and supports the development of measures to combat rape culture in the metaverse
Amendment 79 #
Motion for a resolution Paragraph 10 a (new) 10a. Notes with concern that growing use of virtual worlds could also exclude certain groups of people who lack basic skills or resources to participate in this environment, but also people living in rural and remote areas, like outermost regions; highlights that the regulators need to be vigilant about preventing the manifestation of bias in the development of virtual worlds to avoid that existing discriminatory practices are perpetuated in virtuals worlds; emphasises that fostering digital literacy and access to quality and affordable internet is a precondition to any EU-level framework on virtual worlds;
Amendment 8 #
Motion for a resolution Recital C C. whereas the digital transformation also entails significant challenges that will force us to review many of the concepts and norms that have hitherto underpinned our
Amendment 80 #
Motion for a resolution Paragraph 11 11. Believes that the debate over the need for the identification of users in virtual worlds should be a priority area in the development process of virtual worlds and that there should be a profound reflection on the possible configuration of this digital reality, bearing in mind that, in some cases, anonymity may be preferable; points out that anonymity in the digital world is always possible under a username (alias), behind which there must always be an individual identifiable only by the competent authorities in case of need; warns that anonymity in virtual worlds can create an environment that can facilitate and encourage child sexual exploitation and abuse as well as moral and sexual harassment and sexual assaults on women;
Amendment 81 #
Motion for a resolution Paragraph 11 11.
Amendment 82 #
Motion for a resolution Paragraph 11 11. Believes that the debate over
Amendment 83 #
Motion for a resolution Paragraph 11 11. Believes that the debate over the need for the identification of users and contents (wheter illegal or not) in virtual worlds should be a priority area in the development process of virtual worlds and that there should be a profound reflection on the possible configuration of this digital reality, bearing in mind that, in some cases, anonymity may be preferable; points out that anonymity in the digital world is always possible under a username (alias), behind which there must always be an individual identifiable only by the competent authorities in case of need;
Amendment 84 #
Motion for a resolution Paragraph 11 11. Believes that the debate over the need for the identification of users in virtual worlds should be a priority area in the development process of virtual worlds and that there should be a profound reflection on the possible configuration of
Amendment 85 #
Motion for a resolution Paragraph 11 11. Believes that the debate over the need for the identification of users in virtual worlds should be a priority area in the development process of virtual worlds and that there should be a profound reflection on the possible configuration of this digital reality, bearing in mind that, in some cases, anonymity may be preferable; points out that anonymity in the digital world is always possible under a username (alias)
Amendment 86 #
Motion for a resolution Paragraph 12 12. Reiterates the importance of
Amendment 87 #
Motion for a resolution Paragraph 12 12. Reiterates the importance of protecting users’ personal data and privacy; points out that the General Data Protection Regulation3 might not be enough to address the challenges posed to data protection in virtual worlds; warns that access to sensitive data such as biometric and behavioural data, emotional reactions and haptic information could lead to new and intrusive ways of profiling, especially as interconnected virtual worlds operate on data sharing as they require an interplay of assets, experiences and common APIs; calls for greater attention to be paid to the data
Amendment 88 #
Motion for a resolution Paragraph 12 12. Reiterates the importance of protecting users’ personal data and privacy
Amendment 89 #
Motion for a resolution Paragraph 12 12. Reiterates the importance of protecting users’ personal data and privacy; points out that the General Data Protection Regulation3 might not be enough to address the challenges posed to data protection in virtual worlds; calls for greater attention to be paid to the data protection implications of
Amendment 9 #
Motion for a resolution Recital C C. whereas the digital transformation also entails significant challenges that
Amendment 90 #
Motion for a resolution Paragraph 12 12. Reiterates the importance of protecting users’ personal data and privacy; points out that the General Data Protection Regulation3 might not be enough to address the challenges posed to data protection in virtual worlds; calls for greater attention to be paid to the data protection implications of user-generated content and to the content generated by the various forms of AI; _________________ 3 Regulation (EU) 2016/679 of the
Amendment 91 #
Motion for a resolution Paragraph 12 12. Reiterates the importance of protecting users’ personal data and privacy; points out that the General Data Protection Regulation3 might not be enough to address
Amendment 92 #
Motion for a resolution Paragraph 12 – subparagraph 1 (new) Believe that the collection, processing and storage of personal data should be banned outright. Believes that advertising and targeted advertising should be regulated or even banned in the virtual world, particularly in relation to vulnerable groups such as children, as provided for in the Digital Services Act (Regulation (EU) 2022/2065 .
Amendment 93 #
Motion for a resolution Paragraph 12 a (new) 12a. Underlines the voluntary participation in the virtual world and calls for the Commission to consider installing the right to permanent deletion so that the consumers can request for their data and profile to be erased from any applications, on-line games and virtual environments;
Amendment 94 #
Motion for a resolution Paragraph 13 13. Warns about the potential health problems that may arise from accessing virtual worlds, such as including yet unknown ones like behavioural or cognitive effects, as well as known ones such as addiction and other mental health problems ranging from intensified emotional and physical distress due to haptic technologies or unsolicited interactions, to harshened body image and self-esteem issues, isolation, addiction, cybersickness or disturbances in sleep patterns, especially among minors and young people;
Amendment 95 #
Motion for a resolution Paragraph 13 13. Warns about the potential health problems that may arise from accessing virtual worlds, such as addiction, cybersickness or disturbances in sleep patterns, especially among minors and young people; underlines the need of scientific studies in the case of intrusive new technologies that imply implants or other physical transformation of the consumers in order to access and interact with the virtual environment;
Amendment 96 #
Motion for a resolution Paragraph 13 13. Warns about the potential health problems that may arise from accessing virtual worlds, such as addiction,
Amendment 97 #
Motion for a resolution Paragraph 13 13. Warns about the negative consequences of addictive design and dark patterns in virtual worlds; highlights that potential health problems that may arise from accessing virtual worlds, such as addiction, cybersickness or disturbances in sleep patterns, especially among minors and young people;
Amendment 98 #
Motion for a resolution Paragraph 13 13. Warns about the potential health problems that may arise from accessing virtual worlds, such as addiction, cybersickness or disturbances in sleep patterns or cognitive development, especially among minors and young people;
Amendment 99 #
Motion for a resolution Paragraph 13 a (new) 13a. Highlights the potential of virtual worlds in indutrial and professional settings, in particular for training and prototyping; recalls that devices generate a range of physiological data about employees based on their participation in virtual worlds, which may lead to new forms of workplace surveillance; stresses the need to ensure compliance with labour rights and a high level of protection of workers;
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