Activities of Maria-Manuel LEITÃO-MARQUES related to 2022/2014(INI)
Plenary speeches (1)
Consumer protection in online video games: a European Single Market approach (debate)
Amendments (28)
Amendment 4 #
Motion for a resolution
Citation 8
Citation 8
— having regard to Directive (EU) 2019/2161 of the European Parliament and of the Council of 27 November 2019 amending Council Directive 93/13/EEC and Directives 98/6/EC, 2005/29/EC and 2011/83/EU of the European Parliament and of the Council as regards the better enforcement and modernisation of Union consumer protection rules,
Amendment 8 #
Motion for a resolution
Citation 11 a (new)
Citation 11 a (new)
— having regard to the Guidance on the interpretation and application of Directive 2005/29/EC of the European Parliament and of the Council concerning unfair business-to-consumer commercial practices in the internal market;
Amendment 75 #
Motion for a resolution
Recital K a (new)
Recital K a (new)
Ka. whereas the European video games sector is responsible for 90,000 direct jobs in Europe, and is the fastest growing cultural and creative sector in Europe, representing an important potential for growth and job creation in Europe’s Digital Single Market;
Amendment 78 #
Motion for a resolution
Recital K b (new)
Recital K b (new)
Kb. Whereas 37% of girl gamers experience harassment as a result of their gender in online multiplayer games1a; _________________ 1a https://committees.parliament.uk/writtene vidence/39113/pdf/
Amendment 89 #
Motion for a resolution
Paragraph 1
Paragraph 1
1. Welcomes the measures taken to better protect consuAcknowledges that the EU Consumer law acquis provides for a strong consumer protection, fully applicable in video gamers; notes, however, the need for a single, coordinated approach between Member States and consumer protection authorities in order to avoid fragmentation of the single market and to protect European consumers;
Amendment 97 #
Motion for a resolution
Paragraph 2
Paragraph 2
2. Welcomes the fact that, from January 2022, the Directive on(EU) 2019/770 on certain aspects concerning contracts for the supply of digital content and digital services will apply to video games, including free-to- play games, and thus provide additional protection for consumers; regrets, however, that some Member States have not yet transposed the directive and urges Member States to implement it without delay and to ensure greater consumer protection across the Union;
Amendment 98 #
Motion for a resolution
Paragraph 2 a (new)
Paragraph 2 a (new)
2a. Believes, however, that consumer protection could be further improved; invites the Commission to take into account consumer protection issues in online video games as part of the ongoing fitness check on EU consumer law to ensure Digital fairness;
Amendment 100 #
Motion for a resolution
Paragraph 3
Paragraph 3
3. Welcomes the development and implementation of parental-control tools that help to filter content and video games by age, monitor time spent playing games, disable or limit online spending and restrict communications with others or the viewing of content created by other players; notes, however, that parents may find it difficult to use such tools, which reduces their effectiveness; remember that the responsibility for the implementation of parental controls lies with both parents and the industry, which must develop systems that are easy to use, understandable and easy to set up; calls for mechanisms to be put in place to exercise stricter parental control over the amount of time and money children spend on games, among other things;
Amendment 113 #
Motion for a resolution
Paragraph 4 a (new)
Paragraph 4 a (new)
4a. Highlights that some video games offer their users the possibility of paying, sometimes even with real money, in order to obtain rewards through loot boxes, which are mysterious boxes that contain random elements that the player cannot know before opening the box; points out that loot boxes can be of many different types depending on the eligibility conditions (waiting time, displaying ads, paying with real money), the reward, its transparency, the chances of getting the item, and the possibility of converting the item obtained in game currency or real money, among others;
Amendment 126 #
Motion for a resolution
Paragraph 6
Paragraph 6
6. Points out that certain game designs used for in-game purchasing systems such as viewing ads to get a particular reward in the game can be particularly harmful when targeted at minors; calls for such advertising to be banned when targeted at minorpractice to be banned when targeted at minors; calls in addition on video games developers and vendors to ensure games likely to be accessed by children respect children’s rights including a prohibition on targeted advertising and manipulative practices;
Amendment 132 #
Motion for a resolution
Paragraph 6 a (new)
Paragraph 6 a (new)
Amendment 136 #
7. Stresses that online games that are likely to be accessible to children must take their rights and vulnerabilities into account; stresses that they must meet the highest possible standards by design and by default when it comes to security and privacy; calls that aspects such as the time limits of the game or stopwatches, should be taken into account during its design;
Amendment 141 #
Motion for a resolution
Paragraph 7 a (new)
Paragraph 7 a (new)
7a. Notes that, in addition to supplementing the standards by default, parents can play an important role in protecting minors in videogames; points out that, however, awareness campaigns and support through the use of appropriate tools and information on how to better protect their children should be carried out;
Amendment 149 #
Motion for a resolution
Paragraph 8
Paragraph 8
8. Stresses that consumers should have all the necessary information about an online video game before starting to play it and be aware of the type of content, as well as during the game, in terms of the multiple options for possible purchases while playing and other information that may be considered to be of interest;
Amendment 160 #
Motion for a resolution
Paragraph 9
Paragraph 9
9. Points out that once an item has been obtained in a video game, it can be exchanged, in certain cases, be exchanged within the game or through third-party websites for actual money; stresses that, above and beyond consumer protection issues, these services have led to money laundering; calls on the Commission to put an end to this practice; considers that the Digital Services Act may help mitigate this problem, in particular through the implementation of the ‘know your business customer’ obligations;
Amendment 164 #
Motion for a resolution
Paragraph 9 a (new)
Paragraph 9 a (new)
9a. Is concerned that gold farming may be connected with forced labour and exploitation in developing countries and with money laundering, and calls on the Commission to introduce specific due diligence provisions for the video games industry and assess the use of gold farming in connection with financial crimes;
Amendment 177 #
Motion for a resolution
Paragraph 11
Paragraph 11
11. Emphasises the importance of mental health, particularly that of minors; stresses thatnotes that video games provided relief during strict lockdown periods during the COVID-19 pandemic but also exacerbated the situation, causing fear, isolation and a feeling of insecurity; calls for action to be taken by all the actors involved, in particular game developers to avoid problems related to addiction;
Amendment 195 #
Motion for a resolution
Paragraph 13
Paragraph 13
13. Stresses that video game addiction, also known as ‘gaming disorder’, is a problem for some players; notes that the World Health Organisation has classified ‘gaming disorder’ as a form of addiction; characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences1a _________________ 1a https://www.who.int/news- room/questions-and- answers/item/addictive-behaviours- gaming-disorder
Amendment 206 #
Motion for a resolution
Paragraph 14
Paragraph 14
14. REmphasizes that neither the video game industry nor users nor parents should underestimate the risks and effects due to 'gaming disorder'; recalls that scientific research has shown that puberty and adolescence are periods in life when people are most at risk of addictive behaviour; calls on video game developers and vendors to issue guidance and tools, as well as to work with stakeholders and agencies to help mitigate the risk of ‘gaming disorders’; when developing new games; suggests that more awareness campaigns should be launched to ensure that parents and young gamers are aware of the risks related to 'gaming disorder';
Amendment 211 #
Motion for a resolution
Paragraph 15
Paragraph 15
15. Stresses that providers of online video games that are played by children should be required to conduct ex-ante child impact assessments based on the 4Cs framework for classifying risk(Content, Contact, Conduct, Contract) framework for classifying risk and effectively mitigate any identified risks to children's rights;
Amendment 217 #
Motion for a resolution
Paragraph 16 a (new)
Paragraph 16 a (new)
16a. Underlines that the growing videogame sector offers an increasing number of new job opportunities for many cultural creators, such as game developers, designers, writers, music producers and other artists, which any Union action in this field and especially funding activities should take into consideration;
Amendment 222 #
Motion for a resolution
Paragraph 17 a (new)
Paragraph 17 a (new)
17a. Emphasizes that consumer protection is essential to ensure a safe and trustworthy online environment for gamers and that it can boost the economic growth of the video games industry;
Amendment 231 #
Motion for a resolution
Paragraph 19
Paragraph 19
19. Encourages industry, independent expert partners, rating agencies and consumer associations to continue awareness-raising campaigns on the PEGI system so that more parents know about its existence, improve and to adapt the rating system to facilitate parental choice;
Amendment 234 #
Motion for a resolution
Paragraph 20
Paragraph 20
20. Calls on the Commission to assess how PEGI systems are being implemented in the different types of games available on the market and across the Union and to propose concrete actions to ensure they are being used effectivelyconsistently and used effectively for all online games, by developers, platforms and app stores; stresses that PEGI and age rating should be consistent with privacy policies, data practices and terms of service;
Amendment 244 #
Motion for a resolution
Paragraph 21
Paragraph 21
21. Calls on the Commission to develop a unique identity verification system that allows a player’s age to be verified; minimum standards for privacy- preserving, secure and inclusive age assurance systems, and their use to ensure access to games is age-appropriate; calls for the swift adoption of the Amending Regulation (EU) 910/2014 as regards establishing a framework for a European Digital Identity;
Amendment 249 #
Motion for a resolution
Paragraph 22
Paragraph 22
22. Calls on the Commission to develop and implement common labelling, harmonised across all EU countries, which sets out different recommended minimum age categories, video game theme, possibility of purchase during the game, the appearance of targeted ads and all the necessary information for consumers in a transparent, understandable and accessible manner;
Amendment 252 #
Motion for a resolution
Paragraph 23
Paragraph 23
23. WStresses that online video games must provide a safe digital environment for users; welcomes the recent political agreement reached on the Digital Services Act to update content moderation rules in Europe in order to better tackle illegal online content, including for video games; calls for it to be adopted and implemented swiftly;
Amendment 257 #
Motion for a resolution
Paragraph 24 a (new)
Paragraph 24 a (new)
24a. Calls on the European Commission and the Member states consumer protection authorities to ensure that consumer law is fully respected and enforced also in the video game sector by conducting sectorial SWEEPs or by launching a coordinated enforcement action, under Regulation (EU) 2017/2394 on cooperation between national authorities responsible for the enforcement of consumer protection laws, when necessary;