Mapping electricity demands and sustainability efforts in the game development pipeline
Information
Författare: Oliver LönnqvistBeräknat färdigt: 2022-02
Handledare: Mike Hazas
Handledares företag/institution: Institutionen för informationsteknologi, Visuell information och interaktion
Ämnesgranskare: Cajsa Bartusch
Övrigt: -
Presentation
Presentatör: Oliver LönnqvistPresentationstid: 2022-06-13 16:15
Opponent: Maria Arvidsson
Abstract
The purpose of this study is to map the current state of the Swedish gaming industry with regards to its climate impact and climate reducing actions. With the organization and the game development pipeline in focus this study set out to explore where game development activities have an impact on the climate, where the industry is focusing its actions to reduce this impact, and how the issue is perceived by industry practitioners.
Game development and the gaming industry in general is not commonly recognized for its climate impact because of it being digital in nature. But as gaming is becoming more accessible, game devices more powerful, and the world more reliant on data centers and networks, we have to acknowledge and address the climate impact of digital products and services. To understand the full scope of the impact of the gaming industry, it is imperative to identify that there is a problem and to what extent. In order to do so, you need to know where the industry’s climate footprints lie and how to calculate it. Only then can you make strategic actions to reduce the climate impact
In this study I present a framework that outlines the product life cycle of a game and its relation to the organization’s greenhouse gas emissions. This framework can help researchers and practitioners identify where emissions occur and simplify the calculations of their climate footprint. Furthermore, reports and guides presented by some of the active climate initiatives have been interpreted and analyzed in relation to the framework in order to map what emissions the reduction actions are targeting. To understand the Swedish aspect, and the organizational aspect, primary data was collected from sustainability reports published by Swedish gaming companies. These reports were used to identify how they are conducting their climate work, what their climate footprint is, and what actions they are taking to reduce their impact. Finally interviews with practitioners in the Swedish gaming industry were conducted in order to understand how climate change and climate actions affect their day to day. By triangulating the data collected from initiatives, sustainability reports and interviews, the intersection between initiatives and the industry was identified. The findings in this triangulation in combination with previous research and the presented framework can then be used to map the current state of the Swedish gaming industry with regards to its climate impact and its climate reduction action.