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This At a glance note summarises the study providing an analysis of Strand 3, “Citizens’ engagement and participation”, of the Citizens, Equality, Rights and Values (CERV) programme. It analyses the early implementation of this programme Strand and provides a description of the barriers identified. The main finding is that the implementation has been successful overall, although several challenges should be addressed. The study concludes with a set of recommendations.

This study provides an overview of the implementation to date of the 2021-2027 Erasmus+ programme. It analyses the early programme implementation and provides a description of barriers identified. The main finding is that the programme implementation is progressing well overall, although improvements can be made to the ‘Youth’ part of the funding programme. Administrative shortcomings could also be addressed. The study concludes with a set of recommendations.

The video games sector is the fastest growing cultural and creative sector in Europe, with an estimated European market size of €23.3 billion in 2021. A highly innovative digital sector, it directly employs more than 90 000 people in Europe, and continues to generate new employment opportunities for many creators, including game developers, designers, writers, and music producers. Half of all Europeans consider themselves to be video game players; of these, almost half are women. An essential part ...

After two autumns of restrictive measures during the coronavirus pandemic, this year's event can be enjoyed with more freedom. The annual European Week of Sport (23-30 September) opens on 23 September in Prague, Czechia. The Week is an initiative of the European Commission to promote sport and physical activity across Europe with the slogan #BeActive. The aim is to #BeActive during the Week, but also to stay active throughout the rest of the year.

This briefing follows up the commitments made by the commissioner since 2019.

Esports has become an integral part of the digital society. Esports is a fast paced and heterogenic phenomenon and a cross-sectional topic linking gaming, entertainment and media, culture and art, education, business, diversity and inclusion, and sports. In this background analysis, the authors explain what esports is, what the different ecosystems look like and what the opportunities and challenges are. Esports can be utilised as an integral tool to shape the modern digital society and act as ...

KEY FINDINGS This Policy Recommendation Briefing is based on the study on “Esports - Background Analysis”. • A suitable and functioning strategy requires a shared understanding/definition of what esports is. It is important to differentiate esports from traditional sports. This can have an impact on the system of traditional sports as well. • Esports is constantly and rapidly evolving, making it necessary to address it as soon as possible. Creating a working group regarding a holistic esports ...

Discrimination based on racial and ethnic origin is still widespread in the EU. Action to combat racism, xenophobia, antisemitism and related intolerance rests on an established legal framework dating back more than two decades. This includes the Racial Equality Directive and the Council Framework Decision on Racism and Xenophobia.

This document includes recommendations developed based on a study on ‘The role of culture, education, media and sport in the fight against racism': to provide the Members of the European Parliament's Committee on Culture and Education (CULT) with expertise for an own-initiative report (INI) on “The role of culture, education, media and sport in the fight against racism” (concomitant expertise).