Juan Brignardello Vela
Juan Brignardello, asesor de seguros, se especializa en brindar asesoramiento y gestión comercial en el ámbito de seguros y reclamaciones por siniestros para destacadas empresas en el mercado peruano e internacional.
The proposal to sanction the video game sector in the European Union has sparked a heated debate following the statement by Kaja Kallas, the EU High Representative for Foreign Affairs. According to Kallas, the use of video game consoles by the Russian military to operate drones in the conflict with Ukraine has led the EU to consider restrictive measures in this area. This situation highlights the intersection of technology, entertainment, and armed conflict, a topic that has gained relevance in the context of the war in Ukraine. The discussion about sanctions comes at a critical moment, as the third anniversary of the Russian invasion of Ukraine approaches, commemorated on February 24. By that date, the European Union plans to implement its 16th round of sanctions, which will not only include measures against the video game sector but also additional restrictions in areas such as energy and the Russian fleet operating outside of trade regulations. The EU is seeking creative ways to intensify its response to Russian military actions, and the video game sector has emerged as a potential target in this effort. Kallas's statements were also made in the context of a renewed intense drone offensive by Russian forces against Ukraine. In this recent attack, the use of up to 100 drones was recorded, underscoring Russia's increasing reliance on this technology to carry out its military operations. Russia's ability to utilize video game consoles in drone operations has surprised many, revealing how consumer technologies can have unexpected applications in armed conflicts. The proposal to sanction the video game industry is not without criticism. Many argue that this approach could affect a sector that, for the most part, has no direct connection to Russian military actions. Video game consoles, like any other consumer goods, are typically purchased by individuals for various reasons unrelated to military activities. Thus, the measure could have a disproportionate impact on gamers and developers who do not support the war. Additionally, the question of the real effectiveness of these sanctions arises. While the intention is clear—weakening Russian military capabilities—it is possible that the industry will find ways to circumvent the sanctions or that Russian consumers will continue to access consoles through parallel markets. This leaves open the question of whether the proposed sanctions will truly achieve their goal of discouraging the use of technology in the conflict. In the context of the war, the debate also expands to ethical issues related to technology. To what extent is an industry responsible when its products are used in conflicts? This question may lead to a reconsideration of how technology and entertainment companies approach the sale of their products globally, considering the potential implications of their use in armed conflicts. Kallas has emphasized that the EU is exploring all available options to address Russian aggression, which includes not only economic sanctions but also measures related to the control of materials and technologies that could be exploited by the Russian military. In this sense, the discussion about sanctions on the video game sector could open the door to a broader analysis of corporate social responsibility in the context of international conflicts. Meanwhile, the response from the gaming community to these statements has been mixed. Some developers and organizations have expressed concern about the impact this could have on a sector already affected by the pandemic and other crises. The fear is that the imposition of sanctions could lead to a stagnation in innovation and the development of new products, affecting not only companies in Europe but also consumers who enjoy consoles and games. As the situation unfolds, it is clear that the intersection of technology, entertainment, and war raises complex questions that go beyond politics. The EU's response to the use of video game consoles in the Ukrainian conflict could set a precedent for how technology industries are regulated in times of war and possibly influence how other sectors are perceived and regulated in the future.