Progress: Procedure completed
Role | Committee | Rapporteur | Shadows |
---|---|---|---|
Lead | IMCO | MALDONADO LÓPEZ Adriana ( S&D) | MANDERS Antonius ( EPP), CAÑAS Jordi ( Renew), VAN SPARRENTAK Kim ( Verts/ALE), CAMPOMENOSI Marco ( ID), ZŁOTOWSKI Kosma ( ECR), PELLETIER Anne-Sophie ( GUE/NGL) |
Lead committee dossier:
Legal Basis:
RoP 54-p4
Legal Basis:
RoP 54-p4Events
The European Parliament adopted by 577 votes to 66, with 15 abstentions, a resolution on consumer protection in online video games: a European single market approach.
The European video game sector is the fastest growing cultural and creative sector in Europe, with an estimated European market size of EUR 23.3 billion in 2020 and with a higher worldwide turnover compared to music and movie companies. Video games are a highly innovative digital sector in the EU with the sector being responsible for more than 90 000 direct jobs in Europe. The sector represents an important potential for growth and job creation and contributes to Europe's digital single market.
Online video games in the EU
Members recalled that the video games sector is increasingly opening up new employment opportunities for many creators in the cultural sector, such as game developers, designers, writers, music producers and other artists, which should be taken into account in any EU action in this field, especially in terms of funding.
The resolution underlined the importance of the video game sector in supporting innovation in Europe and recalled the importance of SMEs in the European video games value chain and the global prominence many European companies developing for console, PC and mobile gaming markets enjoy; expresses disappointment that such international success and cultural appeal is often overlooked when considering European leadership in digital technologies and services.
Bolstering consumer protection in online video games
Parliament notes that consumer protection should be further improved to ensure a safe and trustworthy online environment for video games and gamers. Members called on the Commission and the national consumer protection authorities of the Consumer Protection Cooperation Network to ensure that EU consumer law is fully respected and enforced in the video game sector.
While welcoming the development and application of parental control tools, Members call for mechanisms to be put in place to exercise stricter parental control , in particular over the amount of time and money spent by minors, including young children, on gaming, while respecting the rights and development of minors. They encourage platforms to raise awareness of the existence of such tools and ask the Commission to support the promotion of public and private education and information campaigns for parents and carers.
The resolution stresses that the way in which some in-game purchase systems are designed is deliberately aimed at manipulating and deceiving the user, as they rely on aggressive marketing practices that hinder the consumer's freedom of choice and induce him or her to take financial decisions that he or she would not otherwise have taken. Members believe that in-game purchase systems should be in line with the Unfair Commercial Practices Directive. They call on the Commission to take the necessary steps to establish a common European approach to loot boxes and to assess user traps in video games.
The Commission is invited to present a legislative proposal to adapt the current EU legal framework on consumer protection to video games, or to present a separate legislative proposal on online video games to establish a harmonised EU regulatory framework to ensure strong consumer protection, in particular for minors and young children.
Additional benefits and risks for consumers
The resolution emphasises the importance of mental health, particularly that of minors and young children. It notes that online connectivity provided relief during strict lockdown periods during COVID-19. Many people use video games not only as a leisure activity, but also as mental exercises, such as by solving demanding tasks and puzzles, engaging in contests with other players that require a high level of concentration and developing skills such as problem-solving, spatial and hand-eye coordination, teamwork, visual acuity and speed.
Members propose a yearly EU online video game award at Parliament in Brussels to highlight the importance for the European digital single market of companies producing online video games, many of which are SMEs, in terms of jobs, growth, innovation and the promotion of European values.
On the other hand, the resolution stresses that playing online video games excessively can have a negative impact on social relations, work, school drop-out rates, physical and mental health and poor academic performance. Pointing out that video game addiction, also known as ‘gaming disorder’, is a problem for some gamers, Members suggested launching awareness campaigns to ensure that parents and young gamers are aware of the risks associated with gaming disorders. They called for developers to avoid relying on mechanisms designed to be manipulative, which can lead to game addiction, isolation and cyberbullying.
Ensuring a safe online environment for online video game users
Parliament welcomes industry-led initiatives, such as PEGI (Pan-European Game Information), which is used in 38 countries. However, more awareness should be raised of its existence. Members call on the Commission to assess how the PEGI system is being implemented in the different types of games available on the market and across the EU and to explore the possibilities for enshrining it in EU law in order to make the PEGI system and its Code of Conduct the harmonised, mandatory age-rating system applicable to all video game developers, app stores and online platforms in order to avoid fragmentation in the single market and provide legal certainty for the video game industry.
The Committee on the Internal Market and Consumer Protection adopted the own-initiative report by Adriana MALDONADO LÓPEZ (S&D, ES) on consumer protection in online video games: a European single market approach.
The European video game sector is the fastest growing cultural and creative sector in Europe, with an estimated European market size of EUR 23.3 billion in 2020 and with a higher worldwide turnover compared to music and movie companies. Video games are a highly innovative digital sector in the EU with the sector being responsible for more than 90 000 direct jobs in Europe. The sector represents an important potential for growth and job creation and contributes to Europe's digital single market.
Online video games in the EU
The report recalls the importance of SMEs in the European video games value chain and the global prominence many European companies developing for console, PC and mobile gaming markets enjoy. The sector faces problems including talent development and retention, a complex and fragmented regulatory framework in a global marketplace, access to finance and the social and cultural impacts of video games.
Bolstering consumer protection in online video games
The report notes that consumer protection should be further improved to ensure a safe and trustworthy online environment for video games and gamers. A consistent and coordinated approach between Member States and consumer protection authorities is needed in order to avoid fragmentation of the single market and to protect consumers in Europe.
Regulatory measures are called for to protect users, especially minors and young children, from illegal practices in which these platforms may be engaged. The report also calls for 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.
Additional benefits and risks for consumers
The report emphasises the importance of mental health, particularly that of minors and young children. It notes that online connectivity provided relief during strict lockdown periods during COVID-19. Many people use video games not only as a leisure activity, but also as mental exercises, such as by solving demanding tasks and puzzles, engaging in contests with other players that require a high level of concentration and developing skills such as problem-solving, spatial and hand-eye coordination, teamwork, visual acuity and speed. Members propose a yearly EU online video game award at Parliament in Brussels to highlight the importance for the European digital single market of companies producing online video games, many of which are SMEs, in terms of jobs, growth, innovation and the promotion of European values.
On the other hand, the report stresses that playing online video games excessively can have a negative impact on social relations, work, school drop-out rates, physical and mental health and poor academic performance. Therefore, it is imperative to strike a healthy balance.
Ensuring a safe online environment for online video game users
The report welcomes industry-led initiatives, such as PEGI, which is used in 38 countries. However, more awareness should be raised of its existence. Members call on the Commission to assess how the PEGI system is being implemented in the different types of games available on the market and across the EU and to explore the possibilities for enshrining it in EU law in order to make the PEGI system and its Code of Conduct the harmonised, mandatory age-rating system applicable to all video game developers, app stores and online platforms in order to avoid fragmentation in the single market and provide legal certainty for the video game industry.
Documents
- Results of vote in Parliament: Results of vote in Parliament
- Decision by Parliament: T9-0008/2023
- Debate in Parliament: Debate in Parliament
- Committee report tabled for plenary: A9-0300/2022
- Amendments tabled in committee: PE734.245
- Committee draft report: PE719.799
- Committee draft report: PE719.799
- Amendments tabled in committee: PE734.245
Activities
- Adriana MALDONADO LÓPEZ
Plenary Speeches (2)
- Dita CHARANZOVÁ
Plenary Speeches (1)
- Deirdre CLUNE
Plenary Speeches (1)
- Antonius MANDERS
Plenary Speeches (1)
- Stanislav POLČÁK
Plenary Speeches (1)
- Ivan ŠTEFANEC
Plenary Speeches (1)
- Tom VANDENKENDELAERE
Plenary Speeches (1)
- Marco CAMPOMENOSI
Plenary Speeches (1)
- Jordi CAÑAS
Plenary Speeches (1)
- Marcel KOLAJA
Plenary Speeches (1)
- Niklas NIENASS
Plenary Speeches (1)
- Anne-Sophie PELLETIER
Plenary Speeches (1)
- Michal ŠIMEČKA
Plenary Speeches (1)
- Beata MAZUREK
Plenary Speeches (1)
- Alessandra BASSO
Plenary Speeches (1)
- Maria-Manuel LEITÃO-MARQUES
Plenary Speeches (1)
- Dorien ROOKMAKER
Plenary Speeches (1)
- Catharina RINZEMA
Plenary Speeches (1)
Votes
Protection des consommateurs en matière de jeux vidéo en ligne: approche à l'échelle du marché unique européen - A9-0300/2022 - Adriana Maldonado López - Proposition de résolution #
Amendments | Dossier |
257 |
2022/2014(INI)
2022/06/27
IMCO
257 amendments...
Amendment 1 #
Motion for a resolution Citation 2 — having regard to the Commission Communication of 22 April 2008 on the protection of consumers, in particular
Amendment 10 #
Motion for a resolution Citation 14 a (new) — having regard to the Council Conclusions on Building a European Strategy for the Cultural and Creative Industries Ecosystem published on 5 April 2022;
Amendment 100 #
Motion for a resolution Paragraph 3 3. Welcomes the development and implementation of parental-control tools
Amendment 101 #
Motion for a resolution 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;
Amendment 102 #
Motion for a resolution 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; calls for mechanisms to be put in place to
Amendment 103 #
Motion for a resolution 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
Amendment 104 #
Motion for a resolution 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;
Amendment 105 #
Motion for a resolution 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
Amendment 106 #
Motion for a resolution Paragraph 3 a (new) 3a. Calls to the Commission and the Member States to support the promotion of public and private education and information campaigns in Member States directed at parents and caretakers in order to inform them of the tools in place, such as the PEGI phone application, and to encourage their usage;
Amendment 107 #
Motion for a resolution Paragraph 4 4. Points out that
Amendment 108 #
Motion for a resolution Paragraph 4 4. Points out that some video games offer their users the possibility to pay, sometimes even with real money, in order to
Amendment 109 #
Motion for a resolution Paragraph 4 4. Points out that
Amendment 11 #
Motion for a resolution Recital A A. whereas video games are played by all age groups in Europe,
Amendment 110 #
Motion for a resolution Paragraph 4 4. Points out that some video games offer their users the possibility to pay, sometimes even with real money, in order to obtain rewards through loot boxes; notes that such systems are not without consequences for consumers;
Amendment 111 #
Motion for a resolution Paragraph 4 4. Points out that some video games offer their users the possibility to pay, sometimes even with real money, in order to obtain rewards through loot boxes or any other type of randomized in-game purchase;
Amendment 112 #
4. Points out that
Amendment 113 #
Motion for a resolution 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 114 #
Motion for a resolution Paragraph 4 a (new) 4a. Stresses that in-game purchases have been present in video games for many years and the Guidance on the Unfair Commercial Practices Directive already bans their mandatory use; highlights that consumers and parents must be informed of the presence of in- game purchases prior to the purchase or download of the application;
Amendment 115 #
Motion for a resolution Paragraph 4 a (new) 4a. Observes that generally the ownership of in-game currencies does not guarantee the right of refund nor the right of withdrawal for consumers, notably given the complicated licensing agreements through which video games companies often grant themselves the power to unilaterally change contractual clauses;
Amendment 116 #
Motion for a resolution Paragraph 5 5. Acknowledges that it has not yet been clearly established whether loot boxes may be considered gambling in Europe; notes, however, that several Member States have considered loot boxes to be gambling and have adopted regulatory measures to ban them since all of the constitutive elements of gambling are present, namely game, wager, chance, win/loss; emphasises that games or gameplay elements have not been released since then in the Netherlands and Belgium, where loot boxes are already banned; believes that this illustrates the need for uniform European rules in relation to loot boxes in order to protect the European internal market; calls on the Commission to analyse and determine whether or not loot boxes can be considered to be a gambling activity and, if so, to take the necessary steps to bring about a
Amendment 117 #
Motion for a resolution Paragraph 5 5. Acknowledges that it has not yet been clearly established whether loot boxes may be considered gambling in Europe;
Amendment 118 #
Motion for a resolution Paragraph 5 5. Acknowledges that
Amendment 119 #
Motion for a resolution Paragraph 5 5. Acknowledges that
Amendment 12 #
Motion for a resolution Recital A A. whereas video games are played by half of all Europeans and by all age groups in Europe, in particular minors
Amendment 120 #
Motion for a resolution Paragraph 5 5. Acknowledges that the study commissioned by the European Parliament on loot boxes and their effect on consumers, in particular young consumers recommended to examine loot boxes from a consumer protection legislation perspective; notes that it has not yet been clearly established whether loot boxes may be considered gambling in Europe
Amendment 121 #
Motion for a resolution Paragraph 5 5. Acknowledges that
Amendment 122 #
Motion for a resolution Paragraph 5 a (new) Amendment 123 #
Motion for a resolution Paragraph 5 b (new) 5b. Notes that it has not yet been clearly established whether loot boxes may be considered gambling in Europe1a; notes, however, that gambling law is national competence of Member States and that Belgium and the Netherlands have considered that loot boxes constitute gambling and have regulated them accordingly; _________________ 1a https://op.europa.eu/en/publication- detail/-/publication/f84fa393-0f01-11e4- a7d0-01aa75ed71a1/language-en
Amendment 124 #
Motion for a resolution Paragraph 5 c (new) 5c. Welcomes the Commission recently adopted Guidance on the Unfair Commercial Practices Directive, which establishes harmonised rules where paid random items are present in video games; calls for its compliance and swift implementation to ensure consumer protection in the Single Market, particularly for children; urges the Commission to further assess consumer protection in video games and take the necessary steps to bring about a common European approach on loot boxes and any other type of randomized in-game purchases;
Amendment 125 #
Motion for a resolution Paragraph 6 6. Points out that certain game designs used for in-game purchasing
Amendment 126 #
Motion for a resolution 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
Amendment 127 #
Motion for a resolution Paragraph 6 6. Points out that certain game designs used for in-game purchasing systems can be particularly harmful when targeted at
Amendment 128 #
Motion for a resolution Paragraph 6 6. Points out that certain game designs used for in-game purchasing systems can be particularly harmful
Amendment 129 #
Motion for a resolution Paragraph 6 6. Points out that certain game designs used for in-game purchasing systems can be particularly harmful when targeted at
Amendment 13 #
Motion for a resolution Recital A A. whereas video games are played by all age groups in Europe, in particular
Amendment 130 #
6. Points out that certain game designs used for in-game purchasing systems can be particularly harmful when targeted at minors; calls for considering a ban from using deceptive designs to exploit consumers; calls for such advertising to be banned when targeted at minors;
Amendment 131 #
Motion for a resolution Paragraph 6 6. Points out that
Amendment 132 #
Motion for a resolution Paragraph 6 a (new) Amendment 133 #
Motion for a resolution Paragraph 6 a (new) 6a. Notes that lack of correlation between the value of in-game currency such as coins, gems or silver to actual money appears to be designed to be misleading to consumers; recalls that such practices are clearly prohibited under Directive (EU) 2019/2161, takes note of the recent dialogue with TikTok increase transparency somewhat in this regard;1c _________________ 1c https://ec.europa.eu/commission/presscor ner/detail/en/ip_22_3823
Amendment 134 #
Motion for a resolution Paragraph 7 7. Stresses that online games that are likely to be accessible to children must take their age, 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; and must therefore prohibit any harmful or violent content as well as any use of loot boxes, internal purchasing systems or anything that could harm children.
Amendment 135 #
Motion for a resolution Paragraph 7 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, in accordance with the GDPR and the DSA and their particular provisions related to the data processing of children and the protection of their online privacy;
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 137 #
Motion for a resolution Paragraph 7 7. Stresses that online games that are likely to be accessible to children must take their rights and vulnerabilities into account;
Amendment 138 #
Motion for a resolution Paragraph 7 7. Stresses that developers of 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 safety, security and privacy;
Amendment 139 #
Motion for a resolution Paragraph 7 a (new) 7a. Urges the video game industry and the licensors in the industry to introduce, as soon as possible, measures to improve consumer protection and protect children and young people, such as effective protection mechanisms for gambling addicts and vulnerable individuals and age verification mechanisms that ensure that minors cannot make payments for loot boxes and cannot perform micro- transactions if the games have not been approved for their age group according to the PEGI rating, as well as clear indicators showing the chances of winning when loot boxes are used and the introduction of daily and monthly deposit limits;
Amendment 14 #
Motion for a resolution Recital A A. whereas video games are played by all age groups in Europe, in particular
Amendment 140 #
7a. Stresses that videogames are both tools for playing as well as art works with cultural value; points out that article 31 of the UN Convention on the Rights of the Child states that all children have the right to play and to freely and fully experience cultural life and activities according to their age;1a _________________ 1a https://www.ohchr.org/en/instruments- mechanisms/instruments/convention- rights-child
Amendment 141 #
Motion for a resolution 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 142 #
Motion for a resolution Paragraph 8 8. Stresses that consumers should have all the necessary information about an online video game related to the presence of in-game purchases, loot boxes and other randomised in-game purchases, before starting to play it, 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; stresses that such information should be clearly displayed and easily understandable for all consumers before the moment of purchase; notes that, when virtual currencies are used in online games, the value on real-world currency must always be provided alongside virtual currency;
Amendment 143 #
Motion for a resolution Paragraph 8 8. Stresses that consumers should have all the necessary information about an online video game before starting to play it, 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; in particular, to better protect consumers (especially children) and help parents to understand and control their spending, all in-game purchases should also be denominated in a real-world currency next to any potential virtual currency;
Amendment 144 #
Motion for a resolution Paragraph 8 8. Stresses that consumers
Amendment 145 #
Motion for a resolution Paragraph 8 8. Stresses that consumers should have all the necessary information about an online video game before starting to play it, 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 146 #
Motion for a resolution Paragraph 8 8. Stresses that consumers should have all the necessary information about an online video game before starting to play it, 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; stresses that these information has to be easily accessible and understandable to them, clearly stating what any in-game purchase would involve in real-world currency.
Amendment 147 #
Motion for a resolution Paragraph 8 8. Stresses that consumers should have all the necessary information about an online video game before starting to play it, as well as during the game, in terms of the multiple options for possible purchases while playing, total estimated or average financial or other investment needed to complete the game, and other information that may be considered to be of interest;
Amendment 148 #
Motion for a resolution Paragraph 8 8. Stresses that consumers should have all the necessary information about an online video game
Amendment 149 #
Motion for a resolution 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 15 #
Motion for a resolution Recital A a (new) Amendment 150 #
Motion for a resolution Paragraph 8 a (new) 8a. Welcomes that the Commission will examine auto-renewals for subscriptions and contracts in the upcoming fitness check of consumer protection legislation; points out that auto-renewals can be beneficial for both the user and the trader, improving convenience for users and limiting subscriber administration for the trader, but it can also be problematic if the auto- renewals continue indefinitely against the consumer's intentions; encourages the Commission and traders to take into account best-practices from Member states or companies that already have consumer-friendly auto-renewal policies in place; calls for the introduction of an obligation at EU level whereby traders must provide users with an opt-in proposal at purchase instead of having it as a default feature, to provide clear and easy-accessible information on how to cancel auto-renewals at anytime and to make the process of cancelling the auto- renewals simple and as easy as signing up;
Amendment 151 #
Motion for a resolution Paragraph 8 a (new) 8a. Points out that online video games giving players the possibility to obtain an edge against payments in "pay to win" models must clearly warn players before they start to play; stresses that such "pay to win" models should not create a discrimination between players according to their means; calls therefore such models to provide a separate league/arena free of "pay to win" transactions that will ensure the same gaming experience to all players who do not to engage in such transactions;
Amendment 152 #
Motion for a resolution Paragraph 8 a (new) 8a. Calls for transparency on the algorithms deployed in games, in particular in loot boxes, so that it can be established whether these algorithms are programmed to influence consumer behaviour, stresses that consumers should have a choice to disable these algorithms;
Amendment 153 #
Motion for a resolution Paragraph 8 a (new) 8a. Points out that in cases where algorithmic decision-making is employed in video games, particularly when it aims at influencing user behaviour, consumers shall be explicitly informed;
Amendment 154 #
Motion for a resolution Paragraph 8 b (new) 8b. Acknowledges the stability of game prices despite spiralling development costs; points out however to the growing use of games extensions to spread those costs overtime with the end cost for the full game experience possibly reaching multiples of the original price; calls therefore for a right to be created for players who already paid a defined amount on extensions on one game to have full access to the following extensions on the same game;
Amendment 155 #
Motion for a resolution Paragraph 8 b (new) 8b. Underlines that return and refund guarantee policies are a corner stone of the Union’s consumer rights, and consumers should experience the same rights for online gaming purchases and subscriptions as they would for in-person, psychical purchases; calls on traders to fully comply to EU consumer protection rules and relay information on how to request a refund or make use of the right of withdrawal transparently and reliably;
Amendment 156 #
Motion for a resolution Paragraph 8 c (new) 8c. Stresses that persons with disabilities should be able to play all types of online video games; highlights that both technical and communicative features of all online video games and any relevant information related to playing or purchasing the game must be inclusive and accessible; calls on the Commission to propose an extension of the scope of the European Accessibility Act to online video games; encourages providers of online video games to make games accessible by applying the accessibility requirements of Annex I of Directive 2019/882;
Amendment 157 #
Motion for a resolution Paragraph 9 9. Points out that
Amendment 158 #
Motion for a resolution Paragraph 9 9. Points out that once an item has been obtained in a video game, it cannot typically be exchanged for actual money
Amendment 159 #
Motion for a resolution Paragraph 9 9. Points out that
Amendment 16 #
Motion for a resolution Recital A a (new) Aa. A) whereas the European video games industry directly employs 90 000 people in Europe and is the fastest growing cultural and creative sector, with significant potential to create new jobs within the European Digital Single Market;
Amendment 160 #
Motion for a resolution Paragraph 9 9. Points out that once an item has been obtained in a video game, it can
Amendment 161 #
Motion for a resolution Paragraph 9 9. Points out that once an item has been obtained in a video game, it can be exchanged for actual money; stresses that, above and beyond consumer protection issues, these services
Amendment 162 #
Motion for a resolution Paragraph 9 9. Points out that once an item has been obtained in a video game, it can sometimes be exchanged 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 163 #
Motion for a resolution Paragraph 9 a (new) 9a. Welcomes the increasing innovation in terms of game development and user experience. Encourages however the video game industry to improve some important issues in terms of consumer trust and protection, such as interoperability between the different games and games consoles, so that gaming possibilities are not strictly limited to one device.
Amendment 164 #
Motion for a resolution 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 165 #
Motion for a resolution Paragraph 10 Amendment 166 #
Motion for a resolution Paragraph 10 10. Calls on the Commission to
Amendment 167 #
Motion for a resolution Paragraph 10 10. Calls on the Commission to
Amendment 168 #
Motion for a resolution Paragraph 10 10. Calls on the Commission to make a legislative proposal on online video gaming to establish a European regulatory framework with the aim of harmonising rules between Member States and better protecting players, in particular
Amendment 169 #
Motion for a resolution Paragraph 10 10. Calls on the Commission to make a legislative proposal on online video gaming to establish a European regulatory framework with the aim of harmonising rules between Member States and better protecting players, in particular
Amendment 17 #
Motion for a resolution Recital A a (new) Aa. whereas online video games companies are bigger than all music and movie companies combined in terms of worldwide turnover;
Amendment 170 #
Motion for a resolution Paragraph 10 a (new) 10a. Calls on the Commission in this connection to propose rules for offering loot boxes that take adequate account of transparency, the protection of children and young people and the protection of all players against misleading game designs and economic exploitation; believes that even if loot boxes are paid for using a virtual in-game currency, the equivalent value in the real currency used by the player must be displayed for each purchase;
Amendment 171 #
Motion for a resolution Paragraph 10 a (new) 10a. Stresses that, when adopting regulatory action, the Commission shall prioritize banning misleading designs, increasing minors protection and ensuring transactional transparency for in-game purchasing systems;
Amendment 172 #
Motion for a resolution Paragraph 10 a (new) 10a. Calls on the European Commission and the Network of Consumer Protection Authorities (CPC- Net), to ensure that consumer law is fully respected and enforced in the online video game sector;
Amendment 173 #
Motion for a resolution Paragraph 10 b (new) 10b. Highlights the consumer benefits of cross-platform online games for the user experience by enabling players to interact easily across different platforms and for game developers, and calls on the video game industry to make every effort to make the fullest possible use of this feature;
Amendment 174 #
Motion for a resolution Paragraph 10 b (new) 10b. Stresses that regulatory action shall provide a good balance between consumer protection and the development of strategic business models; underlines that although consumer protection is a shared competence, the video games sector requires cross-border protection because of its intrinsic nature;
Amendment 175 #
Motion for a resolution Paragraph 11 11. Emphasises the importance of mental health, particularly that of
Amendment 176 #
11. Emphasises the importance of mental health, particularly that of minors; stresses that the COVID-19 pandemic exacerbated the situation, causing fear, isolation and a feeling of insecurity;
Amendment 177 #
Motion for a resolution Paragraph 11 11. Emphasises the importance of mental health, particularly that of minors;
Amendment 178 #
Motion for a resolution Paragraph 11 11. Emphasises the importance of mental health, particularly that of minors; stresses that the COVID-19 pandemic exacerbated the situation, causing fear, isolation and a feeling of insecurity; calls for action to be taken by game de
Amendment 179 #
Motion for a resolution Paragraph 11 11. Emphasises the importance of mental health, particularly that of minors; stresses that
Amendment 18 #
Motion for a resolution Recital A b (new) Ab. whereas the growing video game sector offers an increasing number of new job opportunities for many cultural creators, such as game developers, designers, writers, music producers and other artists, for which any Union action in this field and especially funding activities should be taken into consideration;
Amendment 180 #
Motion for a resolution Paragraph 11 11. Emphasises the importance of mental health, particularly that of
Amendment 181 #
Motion for a resolution Paragraph 11 11. Emphasises the importance of mental health, particularly that of minors; stresses that
Amendment 182 #
Motion for a resolution Paragraph 11 a (new) 11a. Stresses that adequate online connectivity is essential for equal access to cultural products and entertainment services across the single market; notes that citizens in many Member States report dissatisfaction with their connectivity and that a disparity remains between rural and urban populations in the connectivity that is available to them; calls on the European Commission to continue to act to improve Europe's digital infrastructure, which supports not only the creative industries developing high-quality content, but the access of European citizens to those culturally significant titles;
Amendment 183 #
Motion for a resolution Paragraph 11 a (new) 11a. Notes that videogames can be interactive, highly social and have helped Europeans to find community and connection during a time of isolation, as well as to build communities and forge genuine, enduring friendships; notes that this has been particularly true for elderly people who are amongst those who have suffered the most isolation during these months; notes that the WHO believes online games can become a key instrument in nurturing our bonds to others1a and that research has found direct psychological and social benefits from gaming across all ages; _________________ 1a https://www.bloomberg.com/press- releases/2020-04-10/games-industry- unites-to-promote-world-health- organization-messages-against-covid-19- launch-playaparttogether-campaign
Amendment 184 #
Motion for a resolution Paragraph 11 a (new) 11a. Stresses that online video games are important for education, lifelong learning and helping elderly people to keep engaging with society;
Amendment 185 #
Motion for a resolution Paragraph 11 b (new) 11b. Proposes to organise a yearly EU online video game award in the European Parliament in Brussels, the 'Oscars of online video games', in order to highlight the importance for the European digital single market of companies producing online video games, many of which are SME's, in terms of jobs, growth and innovation;
Amendment 186 #
Motion for a resolution Paragraph 12 Amendment 187 #
Motion for a resolution Paragraph 12 12.
Amendment 188 #
Motion for a resolution Paragraph 12 12. Stresses that playing online video
Amendment 189 #
Motion for a resolution Paragraph 12 12. Stresses that playing online video games excessively can have a negative impact on social relations, such as school drop-out, physical and mental health problems, and poor academic performance, to name but a few issues; calls for
Amendment 19 #
Motion for a resolution Recital A b (new) Ab. whereas video games are becoming increasingly important also in other sectors, such as education, marketing, VR/AR, and digital marketplaces linked to the Metaverse;
Amendment 190 #
Motion for a resolution Paragraph 12 12. Stresses that playing online video games excessively can have a negative impact on social relations, such as school drop-out, physical and mental health problems, and poor academic performance, to name but a few issues; calls for the strengthening of supervisory mechanisms for children and adolescents
Amendment 191 #
Motion for a resolution Paragraph 12 12. Stresses that playing online video games excessively can in rare cases have a negative impact on social relations, such as school drop-out, physical and mental health problems, and poor academic performance, to name but a few issues; calls for the strengthening of supervisory mechanisms for children and adolescents;
Amendment 192 #
Motion for a resolution Paragraph 12 a (new) 12a. Notes with concern the risks associated with the use of hate speech and cyberbullying on the online video game platforms, which is additionally reinforced by the players' sense of anonymity and is particularly dangerous when directed at the minors.
Amendment 193 #
Motion for a resolution Paragraph 12 a (new) 12a. Recalls that children are less able to disentangle costs when presented with virtual currencies and may have problems understanding and taking probabilities into account particularly when it comes to randomized rewards;
Amendment 194 #
Motion for a resolution Paragraph 13 13. Stresses that video game addiction, also known as ‘gaming disorder’, is a problem for some players; notes th
Amendment 195 #
Motion for a resolution 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
Amendment 196 #
Motion for a resolution Paragraph 13 13. Stresses that
Amendment 197 #
Motion for a resolution Paragraph 13 13.
Amendment 198 #
Motion for a resolution Paragraph 13 13.
Amendment 199 #
Motion for a resolution Paragraph 13 a (new) 13a. Stresses that loot boxes can be particularly harmful for children, by means of introducing them to mechanisms that can be linked to gambling; notes that after criticism, several game developers have removed loot boxes from their games;
Amendment 2 #
Motion for a resolution Citation 4 a (new) — having regard to the Commission communication of 11 May 2022 entitled ‘A Digital Decade for children and youth: the new European strategy for a better internet for kids (BIK+)’ (COM(2022)212),
Amendment 20 #
Ab. B) whereas the European video games industry is mainly made up of small and medium-sized enterprises (SMEs);
Amendment 200 #
Motion for a resolution Paragraph 13 b (new) 13b. Notes that the gaming industry processes behavioural data to infer sensitive and non-sensitive personal data concerning a user's biometrics-based data, age and gender, emotions, skills, interests, consumption habits, and personality traits, from millions of players which maybe used to create extensive user profiles that can be used for manipulative and discriminatory purposes, calls on competent authorities to ensure that relevant EU and national law is rigorously enforced;
Amendment 201 #
Motion for a resolution Paragraph 13 c (new) 13c. Notes a lack of EU-wide disaggregated data on average time spent in games, average in-game spending, general gaming experience and consequent socio-psychological effects, calls on the Commission to collect this data on a yearly basis;
Amendment 202 #
Motion for a resolution Paragraph 13 d (new) 13d. Welcomes the innovative EU Kids Online research project, which gathers high-quality data from across Europe on children’s perspectives of their online experience; calls for more frequent updates of this world-leading initiative; calls on the European Commission to fund this and similar initiatives in the future;
Amendment 203 #
Motion for a resolution Paragraph 14 Amendment 204 #
Motion for a resolution Paragraph 14 Amendment 205 #
Motion for a resolution Paragraph 14 14. 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 designers, developers and vendors to
Amendment 206 #
Motion for a resolution Paragraph 14 14.
Amendment 207 #
Motion for a resolution Paragraph 14 14. Recalls that scientific research has shown that puberty and adolescence are periods in life when people are most at risk of addictive behaviour; calls for further collaborative work among video games developers
Amendment 208 #
Motion for a resolution Paragraph 15 Amendment 209 #
Motion for a resolution Paragraph 15 Amendment 21 #
Motion for a resolution Recital A c (new) Ac. C) whereas video games are complex original works, protected under Directive 2009/24/EC of 23 April 2009 on the legal protection of computer programs and Directive 2001/29/EC of 22 May 2001 on the harmonisation of certain aspects of copyright and related rights in the information society, and have a unique creative value recognised by the Court of Justice1a; _________________ 1a Judgment in Case C-355/12.
Amendment 210 #
Motion for a resolution Paragraph 15 Amendment 211 #
Motion for a resolution Paragraph 15 15. Stresses that providers of online
Amendment 212 #
Motion for a resolution Paragraph 15 15.
Amendment 213 #
Motion for a resolution Paragraph 15 a (new) 15a. Stresses that players patterns analysis through the collection of data should not favour hooking technics of players but focus on enhancing the gaming experience; encourages developers to give consideration to game designs in chapters to favour breaks of attention where players have the possibility to disconnect;
Amendment 214 #
Motion for a resolution Paragraph 15 a (new) 15a. Points out that online video game platforms can be used by fraudsters for phishing; calls to conduct information campaigns in order to raise awareness, especially among minors, of the risks involved.
Amendment 215 #
Motion for a resolution Paragraph 15 a (new) 15a. Stresses the importance of creating enforceable accessibility standards for consumers affected by disabilities, in particular when minors;
Amendment 216 #
Motion for a resolution Paragraph 16 a (new) 16a. Believes that many people use video games not only as a leisure activity, but also to relax and to meet basic psychological needs, such as solving demanding tasks and puzzles, engaging in contests with other players that require a high level of concentration, and developing skills such as problem-solving, spatial and hand-eye coordination, teamwork as well as visual acuity and speed;
Amendment 217 #
Motion for a resolution 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 218 #
Motion for a resolution Paragraph 16 a (new) 16a. Urges the industry, the European Commission and Member States develop an action plan to ensure gender balance in all facets of the online games industry;
Amendment 219 #
Motion for a resolution Paragraph 17 17. Notes that video games can be a useful tool during learning processes and that
Amendment 22 #
Motion for a resolution Recital A c (new) Ac. whereas despite its central role in the European cultural and creative ecosystem, the online video games sector is still neglected in comparison to other media industries, especially movies and other audiovisual products, who generally receive more funding and are used as a model to shape regulation and policies around video games, an approach that does not consider the differences between them;
Amendment 220 #
Motion for a resolution Paragraph 17 17. Notes that video games can be a
Amendment 221 #
Motion for a resolution Paragraph 17 17. Notes that video games can be a useful tool during learning processes and that certain games are specifically designed for educational purposes; points out that video games are also used to develop critical thinking, skills and stimulate creativity;
Amendment 222 #
Motion for a resolution 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 223 #
Motion for a resolution Paragraph 18 18. Welcomes industry-led initiatives such as Pan European Game Information (PEGI); considers that such a rating system
Amendment 224 #
Motion for a resolution Paragraph 18 18. Welcomes industry-led initiatives such as Pan European Game Information (PEGI) that is used in 38 countries; considers that such a rating system
Amendment 225 #
Motion for a resolution Paragraph 18 18. Welcomes industry-led initiatives such as Pan European Game Information (PEGI); considers that such a rating system can be particularly beneficial in providing information on the recommended minimum age and protecting minors from inappropriate game content; welcomes the function which informs consumers if a
Amendment 226 #
Motion for a resolution Paragraph 18 18. Welcomes industry-led initiatives such as Pan European Game Information (PEGI); considers that such a rating system can be particularly beneficial in providing information on the recommended minimum age and protecting
Amendment 227 #
Motion for a resolution Paragraph 18 18. Welcomes industry-led initiatives such as Pan European Game Information (PEGI); considers that such a rating system can be
Amendment 228 #
Motion for a resolution Paragraph 18 a (new) 18a. Calls on the Commission to assess further the implementation of the PEGI system across the EU and the possibility to make the PEGI system the harmonised mandatory age-rating system applicable to all videogames and online platforms, together with its Code of Conduct, in order to ensure the highest European standards of safety, privacy and security for all consumers in a uniform manner the EU, as well as to avoid fragmentation in the Single Market and provide legal certainty for the videogame industry;
Amendment 229 #
Motion for a resolution Paragraph 18 a (new) 18a. calls on industry to avoid objectification of women and to avoid creating, repeating or exacerbating gender stereotypes; stresses that such far too common practices create a hostile environment for women and girls in online games;
Amendment 23 #
Motion for a resolution Recital A c (new) Ac. whereas the European video game industry is mainly made up of small and medium-sized enterprises (SMEs) and startups, which have an important role for the innovation and growth of this sector1a ; _________________ 1a https://digital- strategy.ec.europa.eu/en/library/value- european-video-games-society
Amendment 230 #
Motion for a resolution Paragraph 19 19. Encourages industry, independent expert partners, rating agencies and consumer associations to continue awareness-raising campaigns on the PEGI system and to remain responsive to adapt the rating system in response to developments in video games and their in- game content, to continue to facilitate parental choice;
Amendment 231 #
Motion for a resolution 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
Amendment 232 #
Motion for a resolution Paragraph 19 19. Encourages industry, including games platforms, independent expert partners
Amendment 233 #
Motion for a resolution 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
Amendment 234 #
Motion for a resolution 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
Amendment 235 #
Motion for a resolution Paragraph 20 20. Calls on the Commission to assess how PEGI is
Amendment 236 #
Motion for a resolution Paragraph 20 20. Calls on the Commission to assess how the PEGI system
Amendment 237 #
Motion for a resolution Paragraph 20 20.
Amendment 238 #
Motion for a resolution Paragraph 20 20. Calls on
Amendment 239 #
Motion for a resolution Paragraph 20 a (new) 20a. Underlines that the PEGI system offers a recommendation to consumers, in particular parents, prior to purchase of the video game and does not establish a legal minimum age for access to that cultural good, even in countries where the PEGI system is incorporated into domestic law; cautions strongly against any such system of age verification related to access to content, in particular due to concerns relating to user privacy and discriminatory treatment compared to other forms of entertainment which may also have an age recommendation;
Amendment 24 #
Motion for a resolution Recital A d (new) Ad. whereas video games are complex creative works protected both by the Computer Programs Directive 2009/24 and the Copyright Directive 2001/29 and have a unique and creative value as recognised by the Court of Justice of the EU;1a _________________ 1a Judgement of the CJEU Case C 355/12
Amendment 240 #
Motion for a resolution Paragraph 20 a (new) 20a. Recommends that providers of online video games that could be played by children should be required to conduct ex-ante child impact assessments, built on the 4Cs framework for classifying risk; recommends that such an impact assessment should be approved by an independent authority before placing video games on the EU Market;
Amendment 241 #
Motion for a resolution Paragraph 20 b (new) 20b. Stresses that risk is not harm and the excessive avoidance of risk may itself be harmful to the development of children1e _________________ 1e Council of Europe CDMSI Committee, Best practices towards effective legal and procedural frameworks for self-regulatory and co-regulatory mechanisms of content moderation, 2021. https://rm.coe.int/content-moderation- en/1680a2cc18
Amendment 242 #
Motion for a resolution Paragraph 21 Amendment 243 #
Motion for a resolution Paragraph 21 Amendment 244 #
Motion for a resolution Paragraph 21 21. Calls on the Commission to develop
Amendment 245 #
Motion for a resolution Paragraph 21 21. Calls on the Commission to develop a unique identity verification system that allows a player’s age to be verified
Amendment 246 #
Motion for a resolution Paragraph 21 21. Calls on the
Amendment 247 #
Motion for a resolution Paragraph 22 Amendment 248 #
Motion for a resolution Paragraph 22 Amendment 249 #
Motion for a resolution 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
Amendment 25 #
Motion for a resolution Recital A d (new) Ad. D) whereas the video games industry has a complete value chain based on innovation and creativity, encompassing a vast range of skills and know-how;
Amendment 250 #
Motion for a resolution Paragraph 22 a (new) 22a. Calls on the Commission to take advantage of the fitness check to be conducted on digital fairness, as part of the New Consumer Agenda2020, to assess key concepts relevant for the protection of consumer in online video games as vulnerability, deceptive design and monetisation techniques;
Amendment 251 #
Motion for a resolution Paragraph 23 Amendment 252 #
Motion for a resolution Paragraph 23 23.
Amendment 253 #
Motion for a resolution Paragraph 24 Amendment 254 #
Motion for a resolution Paragraph 24 24. Draws attention to the fact that, in addition to illegal content, harmful content can also be disseminated in video games through in-game communication features;
Amendment 255 #
Motion for a resolution Paragraph 24 24. Draws attention to the fact that, in addition to illegal content, harmful content can also be disseminated in video games through in-game communication features or gaming social media platforms; stresses that the video games industry must adopt appropriate measures and tools to protect all users from harmful content, in line with applicable national and EU legislation;
Amendment 256 #
Motion for a resolution Paragraph 24 a (new) 24a. Acknowledges the sector’s longstanding safety by design commitment through the PEGI Code of Conduct provisions to address illegal and harmful content and to ensure a safe online gameplay environment; recommends however the promotion of information campaigns to educate parents and players about parental control tools and how to use reporting tools in the game; calls on the industry to further step up their efforts to ensure a safe online gameplay environment;
Amendment 257 #
Motion for a resolution 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;
Amendment 26 #
Motion for a resolution Recital A d (new) Ad. whereas technological developments in the online video games sector spill over to other sectors and industries like construction, design, retail, and online shopping;
Amendment 27 #
Motion for a resolution Recital A e (new) Ae. E) whereas a video game is first and foremost a work of intellectual property (IP) on which the value chain is based;
Amendment 28 #
Motion for a resolution Recital B B. whereas the video games industry employed 86 953 people in 2019, of whom around 20% were women; whereas the video games industry continues to grow rapidly in the entire Union, thereby contributing to Europe's Digital Single Market;
Amendment 29 #
Motion for a resolution Recital B B. whereas the video games industry employed 86 953 people in 2019, of whom around 20% were women;
Amendment 3 #
Motion for a resolution Citation 4 a (new) — Having regard to the Commission Fitness Check of EU consumer law on digital fairness, which opened with a Call for Evidence launched on 17 May 2022
Amendment 30 #
Motion for a resolution Recital B B. whereas the video games industry employed 86 953 people in 2019, of whom around 20% were women; whereas some of the companies use content created by children;
Amendment 31 #
Motion for a resolution Recital B B. whereas the video games industry employed 86 953 people in 2019, of whom around 20% were women
Amendment 32 #
Motion for a resolution Recital B a (new) Ba. whereas small and medium-sized enterprises account for a large number of the companies in the European video games sector;
Amendment 33 #
Motion for a resolution Recital C C. whereas video games are one of the most popular forms of entertainment in Europe
Amendment 34 #
Motion for a resolution Recital C a (new) Amendment 35 #
Motion for a resolution Recital C b (new) Cb. whereas online gaming functionalities rely on connectivity in order to provide a stable and high-quality experience; whereas respondents in countries such as Sweden, Poland and the Netherlands exceed 90% satisfaction with upload and download speeds of their internet connection, whereas for countries such as Germany, Romania and France more than 20% of respondents were unhappy with the speed of their service, while in Greece dissatisfaction exceeds 35%; whereas in rural areas dissatisfaction with internet service is 30% higher than in urban areas 1a _________________ 1a https://europa.eu/eurobarometer/surveys/ detail/2232
Amendment 36 #
D. whereas online video games can be played online on many different devices and can be enjoyed using a number of functionalities and tools, such as multiplayer, real-time voice chat systems, online shopping, augmented reality, virtual reality, downloadable content, season passes and loot boxes t
Amendment 37 #
Motion for a resolution Recital D D. whereas video games can be played online on many different devices and can be enjoyed using a number of functionalities and tools
Amendment 38 #
Motion for a resolution Recital D a (new) Amendment 39 #
Motion for a resolution Recital D a (new) Da. whereas many online video games aim to monetise their users through data collection and exposure to advertisements, creating an incentive to get users, including children, to spend as much time as possible on games;
Amendment 4 #
Motion for a resolution 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 40 #
Motion for a resolution Recital D a (new) Da. whereas online video games present, by their very nature, important levels of criticalities especially when the gaming experience is compared to most traditional physical channels;
Amendment 41 #
Motion for a resolution Recital D a (new) Da. whereas the gaming industry has evolved over the past decades from an arcade and boxed revenue model to a now widely employed games-as-a-service, pay- to-win or freemium business model;
Amendment 42 #
Motion for a resolution Recital D b (new) Amendment 43 #
Motion for a resolution Recital D b (new) Db. whereas these business models are based on monetising users through data collection and exposure to advertisements, creating an important incentive to encourage users, including children, to spend as much time as possible on the games;
Amendment 44 #
Motion for a resolution Recital E E. whereas
Amendment 45 #
Motion for a resolution Recital E E. whereas spending excessive amounts of time playing online video games, in the absence of appropriate safeguards, can create addictions and lead to ‘gaming disorder’, and can also lead to consumer-protection related issues as well as mechanisms that can be reminiscent of electronic forms of gambling, in particular with regard to minors;
Amendment 46 #
Motion for a resolution Recital E E. whereas spending excessive amounts of time playing online video games can create addictions and lead to ‘gaming disorder’
Amendment 47 #
Motion for a resolution Recital E E. whereas spending excessive amounts of time playing online video games, exacerbated by manipulative design, can create addictions and lead to ‘gaming disorder’, and can also lead to consumer-protection related issues, in particular with regard to
Amendment 48 #
Motion for a resolution Recital E E. whereas spending excessive amounts of time playing online video games can create addictions and lead to ‘gaming disorder’, and can also lead to consumer-protection related issues, in particular with regard to
Amendment 49 #
Motion for a resolution Recital E a (new) Ea. whereas children have the right to participate in the digital world to the fullest extent possible;
Amendment 5 #
Motion for a resolution Citation 8 a (new) — having regard to the Commission Notice of 29 December 2021 – 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 50 #
Motion for a resolution Recital F F. whereas
Amendment 51 #
Motion for a resolution Recital F F. whereas a study of 600 children in the UK found that 36.4
Amendment 52 #
Motion for a resolution Recital F F. whereas
Amendment 53 #
Motion for a resolution Recital F a (new) Fa. whereas a study of 4,000 children from the United States found a wide range of purchasing habits amongst children surveyed on their relationship with video games; whereas amongst 13-14 year olds 48.5% reported that they played video games but did not purchase any loot boxes, 10.3% purchased 1-5 loot boxes, 4.0% purchased 6-10 loot boxes, 3.2% purchased 11-20 loot boxes, and 7.4% purchased more than 20 loot boxes in the past year; whereas amongst 16-17 year olds 43.0% reported that they played video games but did not purchase any loot boxes, 7.1% purchased 1-5 loot boxes, 2.8% purchased 6-10 loot boxes, 1.8% purchased 11-20 loot boxes, and 5.3% purchased more than 20 loot boxes in the past year;
Amendment 54 #
Motion for a resolution Recital F a (new) Fa. whereas gamers make in-game purchases in order to, for example, receive cosmetic items or content to give them advantage, to avoid aggressive advertising, to speed up the game or avoid excessive waiting times or ‘grinding’;
Amendment 55 #
Motion for a resolution Recital F a (new) Fa. whereas monetized video games may have very few consumer protection guarantees, which could pose financial risks for users and, in the case of minors, parents and those legally responsible for their actions;
Amendment 56 #
Motion for a resolution Recital F b (new) Fb. whereas the control and verification tools set up for accessing online video games may lack efficiency, particularly when it comes to verifying with absolute certainty players’ age;
Amendment 57 #
Motion for a resolution Recital G G. whereas
Amendment 58 #
Motion for a resolution Recital G G. whereas 70%4 of parents use some form of parental control tool; whereas the majority of parents are concerned about the amount of time their children spend playing video games and the risks of exposure to harmful content,
Amendment 59 #
Motion for a resolution Recital G a (new) Ga. whereas a study found that 75% of parents have an agreement with their child about in-game spending in relation to video games1a; _________________ 1a https://www.isfe.eu/wp- content/uploads/2021/12/GameTrack-In- Game-Spending-2020.pdf.pdf
Amendment 6 #
Motion for a resolution Citation 8 a (new) — having regard to the Commission Notice –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 60 #
Motion for a resolution Recital H H. whereas 6
Amendment 61 #
Motion for a resolution Recital I I. whereas the time spent playing video games has increased, with Europeans spending on average 9.5 hours a week playing video games in 2020, compared to 8.6 hours in 2019, 8.8 hours in 2019 and 9.2 hours in 20176; whereas the time spent playing video games is still less than the screen time spent on other activities such as watching TV, which was 25 hours on average in 20207a; _________________ 6 https://www.isfe.eu/wp-
Amendment 62 #
I. whereas the time spent playing video games has
Amendment 63 #
Motion for a resolution Recital I I. whereas industry figures indicate that the time spent playing video games has increased, with Europeans spending on average 9.5 hours a week playing video games in 2020, compared to 8.6 hours in 2019; 8.8 hours in 2018 and 9.2 hours in 20176 ; _________________ 6 https://www.isfe.eu/wp-
Amendment 64 #
Motion for a resolution Recital J J. whereas mental health and well- being are interrelated issues that need to be taken into account in all areas such as education, health, employment and social inclusion; whereas videogames can be important tools to deal with mental health and well-being and can be used to advance in these areas, as well as to help citizens to develop several skills which are essential in a digital society and for the building of the Digital Single Market;
Amendment 65 #
Motion for a resolution Recital J J. whereas health is a state of complete physical, mental and social well- being and not merely the absence of disease or infirmity and mental health and well-
Amendment 66 #
Motion for a resolution Recital J J. whereas video games can be important tools for dealing with mental health and well-
Amendment 67 #
Motion for a resolution Recital J a (new) Ja. Whereas the lack of representation of women is a well-known and systemic issue in the STEM disciplines and especially in the video game sector, both in the industry itself and in the hyper- sexualized representation that characterizes many female characters in game design; whereas a large majority of girls and female gamers say they experienced harassment as a result of their gender in online multiplayer games as well as on games streaming platforms; whereas all the above-mentioned issues directly contribute to widespread objectification of women, to reinforce and maintain the rape culture, to expose young boys to negative gender stereotypes, prevailing sexism in this environment;
Amendment 68 #
Motion for a resolution Recital J a (new) Ja. whereas, with regard to the psychosocial effects of certain reward mechanisms, children are more at risk to develop habits in response to certain stimuli;
Amendment 69 #
Motion for a resolution Recital J a (new) Ja. whereas 37% of girl gamers experience harassment as a result of their gender in online multiplayer games
Amendment 7 #
Motion for a resolution Citation 9 a (new) — having regard to European Commission’s Guidance 2021/C 525/01 on the interpretation and application of Directive2011/83/EU of the European Parliament and of the Council on consumer rights
Amendment 70 #
Motion for a resolution Recital K K. whereas the European video games industry represented a market size of EUR 23.3 billion in 2020 and is still growing8a; whereas, since 2015, digital revenues have increased threefold and account for more
Amendment 71 #
Motion for a resolution Recital K K. whereas the European video games industry represented a market size of EUR 23.3 billion in 2020
Amendment 72 #
Motion for a resolution Recital K a (new) Ka. Whereas in 2020 one-fifth of the EU population was expected to have a disability; whereas the Union is committed to improving social and economic situations of persons with disabilities; whereas social and economic situations online is an important aspect of life; whereas there are certain disabilities that can be particular disabling for online video games, like colour blindness, visual challenges or hand mobility impairments; whereas colour blindness affect 10 % of the male population;
Amendment 73 #
Motion for a resolution Recital K a (new) Ka. whereas the industry has historically generated revenue from the sale of video games but has been rapidly shifting to purely digital services sold through online storefronts, leading the grounds for new and complex business models; whereas one of the currently predominant business models is represented by in-game purchases that unlock digital content in the video game environment;
Amendment 74 #
Motion for a resolution Recital K a (new) Ka. Whereas the development of e- sports and online competitions has brought a growing attention of viewers, advertisers and the video game industry, setting the path to the professionalisation of some players with preparation needs and short-careers akin to the ones of top-athletes;
Amendment 75 #
Motion for a resolution 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 76 #
Motion for a resolution Recital K b (new) Kb. Whereas the development of e- sports and the growing economic interests around it stresses the need for a definition of e-sports based on non-discrimination between players and the refusal of unfair advantages to protect the integrity of competitions that should be accessible to all;
Amendment 77 #
Motion for a resolution Recital K b (new) Kb. whereas the video games industry represents an important and rapidly growing segment of the creativity sector in Europe, which has historically lagged behind in the emergence of 'European champions' within the global digital sector;
Amendment 78 #
Motion for a resolution 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 8 #
Motion for a resolution 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 80 #
Motion for a resolution Subheading 1 1a. Bolstering consumer protection in online video games
Amendment 81 #
Motion for a resolution Paragraph -1 (new) -1. Underlines the value of video games for both online and offline play as popular entertainment enjoyed by significant numbers of Europeans, across all ages and Member States, and as a cultural expression of its creators, individual players and wider gaming communities;
Amendment 82 #
Motion for a resolution Paragraph -1 a (new) -1a. Emphasises that video games are a highly innovative digital sector in the European Union and the sector is responsible for 90,000 direct jobs in Europe; underlines that video games straddle both digital and cultural sectors, as video games also represent a crucial part of the cultural and creative ecosystem with it making up over 50% of the added- value of the overall EU market for audio- visual content;
Amendment 83 #
Motion for a resolution Paragraph -1 b (new) -1b. Recalls the importance of SMEs in the European video games value chain and the global prominence many European companies developing for console, PC and mobile gaming markets enjoy; expresses disappointment that such international success and cultural appeal is often overlooked when considering European leadership in digital technologies and services;
Amendment 84 #
Motion for a resolution Paragraph -1 c (new) -1c. Welcomes the launch of the pilot project proposed by the European Parliament entitled "Understanding the Value of a European Games Society", which aims to gather comprehensive data to support policy making affecting the sector; notes that some of the problems faced by the sector include talent development and retention, the impact of regulation in a global marketplace, access to finance and the social and cultural impacts of video games; further notes that such work shall be completed in 2023;
Amendment 85 #
Motion for a resolution Paragraph -1 d (new) -1d. 1aa (new). Recalls that consumers of video games enjoy protections already under European consumer law, including under the existing Unfair Commercial Practices Directive; Welcomes the Commission's 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, which offers direction on the application of EU consumer law on in-game promotions and advertising, including to children, in- game purchases and the presence of paid random content;
Amendment 86 #
Motion for a resolution Paragraph 1 1. Welcomes the measures taken to better protect consumers, in particular the Commission Notice of 29 December 2021 – 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 (Text with EEA relevance); notes, however, the need for a single, coordinated approach between Member States in order to avoid fragmentation of the single market and to protect European consumers;
Amendment 87 #
Motion for a resolution Paragraph 1 1.
Amendment 88 #
Motion for a resolution Paragraph 1 1.
Amendment 89 #
Motion for a resolution Paragraph 1 1.
Amendment 9 #
Motion for a resolution Citation 14 a (new) — having regard to the Council Conclusions on building a European Strategy for the Cultural and Creative Industries Ecosystem, 13 April 2022,
Amendment 90 #
Motion for a resolution Paragraph 1 1. Welcomes the measures taken to better protect consumers; notes, however, the need for a
Amendment 91 #
Motion for a resolution Paragraph 1 1. Welcomes the measures taken to better protect consumers; 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 92 #
Motion for a resolution Paragraph 1 1. Welcomes the measures taken to better protect consumers; notes, however, the need for a
Amendment 93 #
Motion for a resolution Paragraph 1 a (new) 1a. Notes the existence of online video game platforms that allow players, including children, to create their own games using the developer tools provided by them; calls on the Commission to adopt, if needed, regulatory measures in order to protect users against illegal practices caused by these platforms;
Amendment 94 #
Motion for a resolution Paragraph 1 b (new) 1b. Urges the European Commission and the Network of Consumer Protection Authorities (CPC-Net) to ensure that European consumer law is fully respected and enforced in the video game sector;
Amendment 95 #
Motion for a resolution Paragraph 1 c (new) 1c. Calls on the European Commission to put forward a European Video Game Strategy that unlocks the economic, social, educational, cultural and innovative potential of this sector to enable it to become a leader in the global video game market, as well as to ensure a high level of consumer protection in the Single Market and the protection of children's rights;
Amendment 96 #
Motion for a resolution Paragraph 2 2. Welcomes the fact that, from January 2022, the Directive on the supply of digital content and digital services will apply to video games, including free-to-
Amendment 97 #
Motion for a resolution Paragraph 2 2. Welcomes the fact that, from January 2022, the Directive
Amendment 98 #
Motion for a resolution 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 99 #
Motion for a resolution Paragraph 2 a (new) 2a. Welcomes the announcement by the Commission in March 2022 of a ‘Fitness Check’ on existing consumer protection legislation in the EU, to ensure equal fairness online and offline;
source: 734.245
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