The protection of video game IP and the cross-border enforcement of IP rights of game producers.Fair consumer monetization of video games through micro-transactions, in-game currencies and loot boxes to ensure robust consumer protection.The protection of data privacy and cybersecurity challenges, without losing sight of the esports phenomenon. ![]() The need to safeguard esports from problems with match-fixing, illegal gambling and performance enhancement, including doping.The European Parliament sets out different areas that could be addressed by the European Commission and the Council for the creation of a truly integrated European esports and video games sector. Challenges for a truly integrated European esports and video game sector The European Parliament insists that video games and esports can be a valuable teaching tool for actively involving learners in a curriculum and for developing digital literacy, soft skills and creative thinking. Video games in the classroom often encourage students to pursue careers in science, technology, engineering, arts and mathematics, and esports can help to develop several skills that are essential in a digital society. Moreover, video games and esports have great potential to further promote European history, identity, heritage, values and diversity through immersive experiences, and the European Parliament believes that they also have the potential to contribute to the EU’s soft power.įurthermore, the European Parliament recognizes the great potential of video games and esports for use in EU educational policies and lifelong learning. Owing to their wide audience and digital component, video gaming and esports have significant social and cultural potential to connect Europeans of all ages, genders and backgrounds, including older people and people with disabilities. Benefits of esports and video gamesĮsports are an increasingly popular entertainment activity. The definition of esports encompasses a human element (the players), a digital element (the games), and a competitive element (the competition). ![]() The resolution defines ‘esports’ as “ competitions where individuals or teams play video games – typically in front of spectators – either in-person or online, for entertainment, prizes or money”. Getting more women into video games and esports is a strategic priority for the European Parliament. ![]() In 2020, the industry deployed approximately 98 000 people in Europe, of whom only an estimated 20% are women. The resolution notes that European video game industry is mainly made up of small and medium-sized enterprises of vital importance to the European economy. The European Parliament envisages a long-term European video game strategy, which should benefit all actors involved fairly and adequately, while considering the particularities of video game competitions in order to support EU actors and EU start-ups in the sector. It has great potential for growth, innovation, creativity and triggering positive change for the whole CCI sector, but, the resolution suggests, would benefit from additional harmonized data, definitions and legal frameworks required to enable them to embrace their full potential. The video game ecosystem has become a leading CCI all over the world, with an estimated European market size of EUR 23,3 billion in 2021, including more than 4 900 game studios and 200 game publishers. In this resolution the European Parliament calls on the Commission and the Council to acknowledge the value of the video game ecosystem as a major cultural and creative industry (“CCI”) with strong potential for further growth and innovation. On Novemthe European Parliament adopted a resolution on esports and video games.
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