Video Games: Consumer Law Debate
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Main Page: Daniel Zeichner (Labour - Cambridge)Department Debates - View all Daniel Zeichner's debates with the Department for Digital, Culture, Media & Sport
(1 day, 21 hours ago)
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Ben Goldsborough (South Norfolk) (Lab)
I beg to move,
That this House has considered e-petition 702074 relating to consumer law and videogames.
It is a pleasure to serve under your chairmanship, Mr Mundell. I am grateful to the petitioner and to the nearly 190,000 people who signed the petition, demonstrating not only strong public concern but the enormous cultural relevance of video games to people across the country. It is not just a domestic issue; similar campaigns are ongoing in the EU, the United States, Canada and Australia. This is a global conversation, and the United Kingdom must not be left behind.
I come to this debate not only as a Member of Parliament but as a lifelong gamer. From my childhood through to university, games have been a constant: sometimes a way to switch off, sometimes a means to connect with others and sometimes a way to challenge myself. Even today, when I get the odd quiet evening, I can still be found planning new trade networks on “Victoria II”, optimising traffic flow in “Cities: Skylines” or returning to the timeless brilliance of the “Oddworld” series. For many of us, gaming is personal. It is not just simply entertainment; it is a memory, an identity and a community. That is why today’s debate matters. The video game industry contributes £7.6 billion to the UK economy and supports more than 75,000 jobs. We are home to world-leading studios, cutting-edge research and some of the most talented creative minds anywhere on earth. We should value the industry not only for its economic output but as a cultural powerhouse shaping stories, art, music and technology.
Is my hon. Friend aware of the Cambridge-based Ninja Theory’s work with neuroscientist Professor Paul Fletcher on the game “Hellblade”? It gives a really powerful insight into psychosis, and shows how game developers can work effectively with gamers for real social purpose.
Ben Goldsborough
This is the thing about gaming: it is not just about the creative arts; it is also about science and technology. Cambridge bats above its average not just within the UK but on the global stage. I am very proud, as an East Anglian MP, to have my hon. Friend’s constituency next door providing this for the future.
The nature of games has changed. Many modern titles are live services, constantly updated, server-dependent and with ongoing operational costs. That is not inherently a bad thing—live services have created vibrant global communities—but it has changed what it means to own a game. Gamers still feel the deep sense of personal possession, because they invest more than money; they invest time, effort, imagination and friendship. When a game shuts down without clear notice, that investment is lost and a shared world disappears. The Video Game History Foundation estimates that 87% of games released before 2010 are now critically endangered.