Video Games Europe and the European Games Developer Federation argue that gaming platforms should be exempt from uniform high-risk regulatory models because they already utilize safety-by-design frameworks.
See it on page 4Data from the 2021 NCMEC Cybertipline indicates that incidents of child sexual abuse material (CSAM) and grooming are significantly lower on video game services compared to platforms focused on photo or video sharing.
See it on page 6A 2020 Ofcom/ICO survey of 4,000 respondents found that only 2% of adults and 3% of children reported experiencing harms via video game play.
See it on page 6Interpol reports indicate there has been no significant rise in cases of children being targeted on video game platforms.
See it on page 6Parental oversight is high, with 60% of parents restricting multiplayer access and 80% of those who allow it actively supervising their children's interactions.
See it on page 3In-game communication features are inherently limited by design, as chat is typically short, pseudonymous, filtered, and subject to reporting or disabling mechanisms.
See it on page 1The position presented by Video Games Europe and the European Games Developer Federation seeks to shape the European Commission’s proposed regulation on child sexual abuse online by emphasizing that interactive video‑game environments already embody a robust, safety‑by‑design framework. It argues that the sector’s long‑standing tools, standards and cooperation mechanisms make online gaming one of the safest digital activities for children, and that regulatory measures should be calibrated to the low risk inherent in in‑game communications rather than applying a uniform, high‑risk model.
Across Europe more than half of the population engages in video‑game play, with children constituting a significant share. In‑game chat is typically short, text‑or voice‑based, pseudonymous, filtered, reportable and can be disabled, limiting opportunities for the exchange of illicit material. Empirical evidence shows a minimal incidence of abuse: a 2020 Ofcom/ICO survey of roughly 4,000 respondents found only 2 % of adults and 3 % of children reporting harms via gameplay, while an Interpol report noted no significant rise in cases of children targeted on game platforms. NCMEC’s 2021 Cybertipline data confirm that CSAM and grooming incidents on video‑game services are considerably lower than on platforms centred on photo or video sharing. An Ipsos poll further reveals that 60 % of parents restrict multiplayer access and, among the 40 % who allow it, 80 % supervise interactions.
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