Esports and video games
This dossier concerns esports and video games. The amendments address the European video game ecosystem as a cultural and creative industry made up of SMEs, gender imbalance among employees and players, the lack of specific e-sports legislation and protection of athletes including minors, the mental and physical health of players, intellectual property and copyright protection, loot boxes, gaming disorder, and the use of video games in education and lifelong learning.
Procedure timeline
- Committee amendments tabled31 May 2022
- Plenary vote — Passed10 Nov 2022 · On the motion for a resolution
- Procedure completed
Plenary votes
1 roll-call votesIn plenary, Parliament usually votes in steps: first on amendments to the text (sometimes split into parts, so Members can accept one half of a sentence and reject the other), then on the text as a whole. The “main vote” is the one that adopts or rejects the text itself. Each vote below shows exactly which step it was. How voting works →
- 10 Nov 2022Main votePassedoutcome from totalsOn the motion for a resolutionOfficial label: Proposition de résolution · what was voted ↗560 for34 against16 abstentions94 did not voteForAgainstAbst.
Click a group to see each Member’s position.
Vote data: HowTheyVote.eu (ODbL, attribution) / European Parliament · roll-call votes only
Official amendment documents
Connections
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Explore the graphMembers who amended this procedure
30 Members · by amendment countThe amendments, in full text
229 amendmentsEvery amendment as tabled — original text, proposed change and justification, with a link to the official PDF.