Updated Mar 17, 2026 by Video Games Europe
Legal · September 1, 2025
Published by Video Games Europe
Video Games Europe submits a position in response to the European Commission’s call for evidence on an Action Plan against cyberbullying, arguing that the sector already implements a robust “safety‑by‑design” framework and that cyberbullying is comparatively rare within video‑game environments. The central thesis is that a harmonised EU approach should recognise the distinct risk profiles of digital services, rely on empirical data, and integrate self‑regulation, parental involvement and targeted awareness campaigns. Empirical evidence underpins the argument. A market‑research study commissioned from Jigsaw surveyed 2,500 teenagers (aged 12‑15) and 2,500 adults across France, Germany, Italy, Spain and the United Kingdom. Only 12 % of teens and 3 % of adults identified video games as a source of recent online harm, versus 70 % and 63 % respectively for social media. Bullying was reported by 5 % of teens and 1 % of adults in gaming contexts, compared with 67 % and 69 % on social platforms. Parallel findings from an OFCOM‑commissioned UK survey (2,080 adults, 2,001 children, early 2022) showed 2‑3 % experiencing harms via gaming. The Insafe helpline’s Q1 2025 data corroborated these trends, attributing 8 % of reported issues to gaming platforms, against 68 % for social media and 20 % for messaging services. The sector’s preventive architecture rests on five pillars: the PEGI age‑rating system with scientifically backed criteria; a contractually enforceable Code of Conduct that bans illegal or harmful content and mandates reporting mechanisms; community‑management tools such as automated toxicity detection, moderation and bans; parental‑control solutions supported by multilingual awareness campaigns in 14 countries; and independent consumer redress through a complaints board and enforcement committee. These mechanisms aim to keep online interaction safe for minors while preserving the openness of the market. Policy recommendations stress that an EU‑wide anti‑cy
POSITION PAPER SEPTEMBER 2025 SEPTEMBER2025 Response to the call for evidence onthe Response to the call for evidence on the Action Plan against Cyberbullying. 1. Video Games Europe welcomes the opportunity to respond to the call for evidence on the Action Plan against Cyberbullying. We agree with the Commission that there is a need for a consistent and harmonised approach to the pervasive issue of cyberbullying across all Member States. The protection of the rights and well-being of minors is a joint effort, which requires the involvement of national authorities, education institutions, industry, parents and civil society. 2. Industry has a particularly important role to play. While the majority of players are adults (76%), a large part of the younger age group play games just as they engage with other digital activities. Because of the popularity of video games among children, the sector committed early on to a safety by design approach, in particular where communication features within the game are concerned. We will explain this approach in further detail below. Cyberbullying is not widespread in the video games industry. 3. Video Games Europe commissioned earlier this year market research company “Jigsaw” to quantify experiences and potential sources of online harm in relation to online content and interactions with other users, as well as in relation to concerns about privacy and security. The research surveyed 2500 teens between the age of 12 and 15 and 2500 adults across 5 European markets: France, Germany, Italy, Spain and UK.
tial sources of online harm in relation to online content and interactions with other users, as well as in relation to concerns about privacy and security. The research surveyed 2500 teens between the age of 12 and 15 and 2500 adults across 5 European markets: France, Germany, Italy, Spain and UK. 4. Overall, while social media is cited as the source of most online harms by teens (70%) and adults (63%), playing video games was mentioned the least (12% by teens and 3% by adults). Furthermore, 63% of adults and 70% of children said to have recently experienced a potential online harm using social media, compared to 3% of adults and 12% of teens reporting such a recent experience whilst playing video games.In relation to the type of harm, bullying was cited the most on social media platforms by teens (67%), compared to only 5% for video game platforms. For adults, this difference is even bigger with 69% reporting bullying on social media platforms against 1% during video game play. 5. These numbers are consistent with earlier research by Jigsaw, this time commissioned by OFCOM and the Information Commissioner’s Office for the UK only. The survey was conducted between January and February 2022 and consists of 2,080 adults and 2,001 children aged between 12 and 15. Compared to other sources such as social media, instant messaging and video sharing, gaming sites or platforms were the least cited by respondents as having various forms of potential harms, with only 2% of adults and 3% of children experiencing such harms via online gameplay.
ed between 12 and 15. Compared to other sources such as social media, instant messaging and video sharing, gaming sites or platforms were the least cited by respondents as having various forms of potential harms, with only 2% of adults and 3% of children experiencing such harms via online gameplay. 48% of children cited social media as a place where bullying and abusive behaviour would be encountered while only 5% of them pointed to video game services. Adults did not point to video game sites and platforms at all in relation to bullying. while only 5% of them pointed to video game services. Adults did not point to video game sites and platforms at all in relation to bullying. REG NUMBER : 20586492362-11
8.7 support industry activities to raise awareness and information campaigns targeting children, 6. The latest quarterly report of the BIK+ Bulletin on data collected by the Insafe network of helplines also confirms this trend. Insafe helplines capture, where possible, information about where a particular problem occurred. During Q1 2025, 68 per cent of issues occurred on social media, 20 per cent on messaging services, and 8 per cent on gaming platforms. What does our safety by design approach consist of? 7. The video game sector has been working for more than 20 years to build a solid framework that helps ensure safe online gameplay. Because of low market entry barriers and wide availability of many popular online games, our sector needs to commit to an approach that strives to keep online gameplay interaction free from inappropriate content and behaviour for children. This approach is based on the following 5 pillars: 7.1 Age-appropriate standards against which suitability of video game content or gameplay interaction can be assessed: In 2003, the video game industry established the PEGI system which operates through a set of scientifically backed ethical standards in the form of a Code of Conduct. It ensures a high level of transparency for consumers as regards video games through its labelling system, allowing the consumer and the player to make an informed choice about the video game he/she would like to play or to buy, by displaying the appropriate age for playing the game and the type of content featured in the game.
nsparency for consumers as regards video games through its labelling system, allowing the consumer and the player to make an informed choice about the video game he/she would like to play or to buy, by displaying the appropriate age for playing the game and the type of content featured in the game. The rating criteria, which are developed and regularly reviewed with the involvement of experts and academia, provide for a framework against which the age-appropriateness of certain types of content or gameplay activities is assessed. While developing video games, companies will aim for a certain age band and adapt the content, narrative and gameplay experience to meet this age band. The game is assessed through the PEGI age rating process, independently from industry by administrators in the UK and the Netherlands. 7.2 Strict online safety requirements based on an enforceable Code of Conduct: PEGI signatories are contractually bound by its Code of Conduct. They must ensure that community standards are implemented to prohibit players from introducing content or indulging in online behaviour which is illegal and/or harmful, including in chatrooms. Signatories are also required to put in place appropriate reporting mechanisms to allow players to notify such content or conduct to them and to ensure that it is always taken down or addressed.
ucing content or indulging in online behaviour which is illegal and/or harmful, including in chatrooms. Signatories are also required to put in place appropriate reporting mechanisms to allow players to notify such content or conduct to them and to ensure that it is always taken down or addressed. 7.3 Community tools and safeguards: Companies use a range of tools and safeguards to adhere to these requirements. These include technology to detect and sanction toxic players (including permanent banning), human monitoring and moderation of in-game chats, including muting and blocking tools, as well as the development of education programs and hiring of community managers to build self-sustaining, healthy, positive player communities that moderate themselves. REG NUMBER : 20586492362-11
The 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. The
This analysis provides a comprehensive overview of the European video games industry as of 2021, detailing its economic impact, demographic reach, and social contributions. Jointly produced by ISFE and EGDF, the findings highlight a sector that remained stable following the pandemic-induced surge of 2020, maintaining a market value of €23.3 billion across key European territories. The industry supports a significant workforce, employing over 98,000 people across Europe, with 74,000 located within the EU. Data is primarily sourced from Ipsos, GameTrack, and GSD, covering major markets including France, Germany, Italy, Spain, and the United Kingdom. The demographic data reveals that video gaming is a mainstream cultural activity, with 52% of the European population aged 6 to 64 participating. The average player age is 31.3 years, and women represent nearly 48% of the total player base. While engagement remains high, average weekly playtime returned to pre-pandemic levels of nine hours. The digital ecosystem dominates the market, accounting for 81% of total revenue, driven largely by app-based gaming and in-game extras. A significant portion of the analysis focuses on industry responsibility and social impact. It underscores the effectiveness of the PEGI age rating system and the prevalence of parental control tools, noting a sharp decline in unsupervised in-game spending by minors. Furthermore, the industry is positioned as a driver for digital literacy and mental well-being, with specific initiatives targeting STEM education for girls and climate change through the Green Game Jam. The report concludes that the sector is a vital component of Europe’s digital economy, increasingly recognized for its pedagogical value and commitment to diversity and environmental sustainability.
The 2021 Key Facts report, a joint publication by ISFE and EGDF, provides a comprehensive analysis of the European video game industry’s market performance, player demographics, and social impact. Covering the 2021 calendar year with comparative data from 2020, the report focuses on the European Union and broader European markets, including the United Kingdom. Data is derived from Ipsos, GameTrack, and Games Sales Data (GSD), utilizing surveys and retail tracking across more than 20 European nations. The findings indicate a stable market valued at €23.3 billion, maintaining the significant revenue gains achieved during the 2020 pandemic lockdowns. While the total number of players grew by 6% to reach 52% of the European population, average weekly playtime decreased to 9 hours, returning to pre-pandemic levels. The digital ecosystem dominates the sector, accounting for 81% of total revenue, driven largely by app-based gaming and in-game extras. Demographically, the average player age is 31.3 years, and women represent nearly 48% of the total player base. Beyond economic metrics, the report emphasizes the industry’s commitment to social responsibility and sustainability. It highlights the widespread adoption of the PEGI age rating system and the effectiveness of parental control tools, noting a significant decrease in unauthorized in-game spending by minors. The document also outlines industry-wide initiatives to improve workforce diversity, where women currently make up 22% of employees, and details environmental efforts such as the Green Game Jam and the Games Consoles Voluntary Agreement to reduce energy consumption. Finally, the report identifies esports as a high-growth segment, with global revenues surpassing $1 billion in 2021.
The analysis contends that the existing EU consumer‑protection framework is already adequate for ensuring digital fairness in the video‑game sector and should be fully deployed before any new legislation is considered. It calls for a coordinated, holistic approach that aligns the 2021 Guidance on digital services and the enforcement powers granted by the Omnibus Directive, and urges the European Commission to publish clear, ex‑ante guidelines on fair commercial practices. The industry’s self‑regulatory PEGI system, which enjoys roughly three‑quarters consumer awareness and provides age‑appropriate ratings, is presented as a cornerstone of this coordinated framework. Evidence is offered that the current acquis effectively bans manipulative tactics such as bait‑and‑switch and false testimonials, with notable success in the gaming market. Coordinated actions by national consumer protection authorities on in‑app purchases during 2013‑14 and the Italian competition authority’s 2020 commitments on loot‑box transparency illustrate the system’s capacity to curb unfair practices. The analysis warns that forthcoming rules could duplicate or undermine these established mechanisms. A specific argument is made regarding in‑game currencies, which are characterised as non‑convertible digital content lacking real‑world monetary value. Accordingly, they should be exempt from “monetary equivalence” regulations, provided that transparency is achieved by displaying the real‑currency price at the point of purchase and clearly informing players of the transaction details. The overall recommendation is to rely on the existing EU consumer‑protection instruments, reinforced by industry self‑regulation, to safeguard digital fairness across the European video‑game market.