9
Nov
2022
Watch
Esports and video games (debate)
Mr President, Commissioner, ladies and gentlemen, just fifty years ago, a very simple pattern appeared on screens all over the world: they were two vertical bars and a pixel moving between them. The concept of this game – it was called – was very simple: return the ball and score as many points as possible against his opponent. This simple game marked the beginning of the video game revolution. Fifty years later, video games have become a major industry for Europe, worth €23 billion and employing nearly 100,000 people. Video games are the most dynamic sector in our cultural and creative industries, the only one that has grown during the COVID-19 period. Video games have become an essential cultural practice for one in two Europeans and a full-time profession for e-sports professionals. However, we still do not have a European vision for this sector. Therefore, we, the European Parliament, are today formally calling for a European strategy for this sector, a strategy to promote an industry that has constantly reinvented itself artistically. Because yes, video games are an art, and even a total art. It develops unique narratives, often based on our European history. He calls on graphic designers, musicians of great talent. It is also a mine of technological innovations. From virtual reality to metaverse architecture, it contributes to our digital sovereignty. Thousands of successful video games are developed every year by European companies and are highly successful internationally. The Witcher, Assassin’s Creed, A Plague Tale, Minecraft: we can do more to make our nuggets known to the world, with – why not? – the creation of a European video game label – this is a recommendation. We must also have a strategy to protect. Protecting our games, studios, talent and publishers, fostering European investment. Many of our companies, like many in the cultural and creative sector, have strong growth potential, but are the target of foreign buyouts due to the lack of European investors. I welcome the Media Invest plan announced by the European Commission, but, I repeat here, there is an urgent need: In the period of consolidation that we are going through, our video games are strategic cultural assets, and they must remain in the European fold. We also need a strategy to educate, because video games are a great medium, which, when combined with educational programmes, make learning easier at any age, for young and old alike. It gives taste to scientific knowledge, but also to reading. Thus, the European Union needs a European strategy for video games, but it should also have a common approach to e-sports, because e-sports is a discipline in its own right, unlike any other. It brings players together around the same passion: practice video games in competition. More than in any other discipline, Europe transcends borders. It is therefore logical for the EU to embrace this phenomenon by promoting our European values, by giving a fair place to women, by providing clear rules on the status and visas of professionals. I am particularly pleased to see that global competitions are planned for 2023 on our continent. But we can do even better, insisting on the role of cities and regions to develop a new leisure offer for more and more players and thereby develop their attractiveness. Colleagues, I would like to thank the CULT Chair for her support and the shadow rapporteurs for their work. Video games and e-sports have important economic and societal challenges to address. Thus, with this report, we mark the first step towards genuine consideration of the sector at European level.