EUTopia 2035: What If the EU Took Esports Seriously?

2 janvier 2025
Durée : 00:05:37
Nombre de vues 13

From Excel Esports (yes, Microsoft Excel has its own esports league!) to League of Legends, esports has become a global multi-billion-dollar industry. In 2022, the global esports market was valued at over $1.38 billion, with projections suggesting it could reach $1.87 billion by 2025 (Data Bridge, 2024). As esports continues to grow globally, the EU’s involvement could unlock new opportunities for economic growth through sponsorships, broadcasting rights, and merchandise, while also addressing important issues such as player welfare. The increasing global recognition of esports presents a chance for the EU to leverage its role in digitalization and cultural exchange.

Over the past two decades, the video game ecosystem has evolved into a leading cultural and creative industry worldwide. In Europe, approximately 98,000 people were employed in the video game industry in 2020, with an estimated 22% of them being women. Half of Europeans are estimated to be video game players, and 47.8% of them are women. A May 2022 study for the European Parliament notes that video games have become an integral part of society in recent decades (European Parliament & Tarja, 2023). Esports is a significant aspect of this broader video game culture.

Defining esports, however, is not as straightforward as it may seem. According to Wikipedia, esports (short for electronic sports) is a form of competition using video games. In 2024, European countries won 11 medals at the IESF World Esports Championship (European Esports Federation, 2024), highlighting the EU as a strong contender in the esports industry. However, this is not the case for the video game industry itself, as none of the top 10 companies in the sector have their headquarters in the EU.

Resolutions passed in the European Parliament in 2021, 2022, and 2023 suggest that the EU should recognize the economic potential of video games and esports, invest in talent retention, promote European content, address stigma, and explore its role in education and employment;

While some may argue that video games are a waste of time, others believe they represent the future of the sports industry. As with any topic, there are advantages and disadvantages, and the debate should remain open. What do you think? Should the EU take esports more seriously?

For further information on the EU and esports, please refer to:

 

Mots clés : ei05 esports videogames

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