L 45/1460
EN
Official Journal of the European Union
24.2.2022
COMMISSION PILOT PROJECTS
CHAPTER PP 07 — INVESTING IN PEOPLE, SOCIAL COHESION AND VALUES (cont'd) PP 07 21
(cont'd)
PP 07 21 05
(cont'd) Remarks This appropriation is intended to cover commitments remaining to be settled from previous years under the pilot project.
It is a widespread concern that technological advances (especially in the era of artificial intelligence) could create unemployment.
However, although many jobs may be lost, new ones will be created.
Gaming is transforming our culture and redefining the ways that young people consume entertainment.
Gaming is rapidly becoming the most important and influential medium of our time.
There are now more than 2,5 billion gamers across the world that will spend USD 152,1 billion on games in 2019.
These numbers grow year on year at rates close to 10%.
In Europe, 54 % of the Union’s population play video games, which equals some 250 million players in the Union and their average playtime per week is 8,7 hours.
Games are not only an increasing economic and cultural powerhouse, but also the new social medium where people get together for any excuse.
To learn, to connect, to express themselves, to share knowledge and experience, and even to engage in new work or economic activities.
Sports are exploding and beginning to compete with traditional sports events.
In 2019, more than 100 million people watched the 'League of Legends' World Championship, cementing not only its place as the most popular e-sport but as one of the most popular cultural events in the world.
Another example of the power of gaming is Roblox, an interactive blocky world that enables young programmers to make a living creating and sharing games in a community of over 120 million players.
It announced that its seventh annual Bloxy Awards ceremony staged inside Roblox’s game world drew more than 4 million concurrent players during the peak of the show, and raised USD 100 000 for non-profit organisations.
Just observing the facts and looking at the big impact video games are already having on current generations, it seems quite urgent for our governments and policy-makers to gain a better understanding of it, and to learn how could Europe play a smarter and more active role not only in its use but also in its creation.
Measures and outcomes This pilot project will create an interdisciplinary European network of experts, thinkers and leaders willing to share their vision about the value and potential of gaming in the future of our society, our culture and our economy.
The network will hold a series of exchange meetings with stakeholders of key sectors and influence groups in areas like politics, finance, law, education, culture, science and health, looking to shape a European agenda for games.
In order to preserve the full independence of all the discussions and conclusions, it is important that the network stay from the beginning out of the influence of entities and lobbies driven by commercial or economic interests.
This means that members will participate at a personal level and not representing a particular company or organisation.
Observations and conclusions of all these meetings will lead to shareable reports that will point out strategic areas of collaboration between the games industry and the public sector, particularly at European level, in order to promote the understanding of the opportunities and challenges ahead for the European video game sector.
PP 07 21 07
Pilot project —Basic Income Guarantee (BIG) e-pay cards for marginalised people: innovative financial and policy instrument to promote more effective delivery of welfare benefits for people in extreme poverty