ABSTRACT
Audio and video streaming and on-demand services have dramatically changed how, and how much, media is consumed. Streaming generally allows a much larger selection of content, and arguably greater convenience. Gaming is the latest medium to place delivery of content into the cloud, via services such as Google Stadia and NVIDIA GeForce NOW. Just as with video streaming, this new ease comes with a hidden cost from the infrastructure used to deliver it, including the hardware cost, engineering cost and the energy to power the data centres and communications networks. Although gaming is currently only 7% of global network demand, with more than 95% of that being made up of downloading content, the possibility of streamed games could rapidly change this network footprint. In turn, this affects the yearly growth of energy impact from IT services. We explore possible futures where growth of these services continues, and we illustrate the implications a decade from now with three possible future scenarios for shifts of gaming practices. Our analyses show that game streaming will cause significant increases in the energy and carbon footprint of games.
- Anders S. G. Andrae and Tomas Edler. 2015. On Global Electricity Usage of Communication Technology: Trends to 2030. Challenges 6 (June 2015), 117--157.Google Scholar
- Oliver Bates, Mike Hazas, Adrian Friday, Janine Morley, and Adrian K. Clear. 2014. Towards an holistic view of the energy and environmental impacts of domestic media and IT. In Proc. CHI '14. ACM, 1173--1182.Google Scholar
- Matthias Böhmer, Brent Hecht, Johannes Schöning, Antonio Krüger, and Gernot Bauer. 2011. Falling asleep with Angry Birds, Facebook and Kindle: a large scale study on mobile application usage. In Proc. MobileHCI (MobileHCI '11). ACM, 47--56.Google Scholar
Digital Library
- Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, and Cheng-Hsin Hsu. 2016. A Survey on Cloud Gaming: Future of Computer Games. IEEE Access 4 (2016), 7605--7620.Google Scholar
Cross Ref
- Cisco. 2016. UK - 2020 Forecast Highlights. Technical Report. Cisco.Google Scholar
- Cisco. 2020. Cisco Annual Internet Report (2018-2023). Technical Report C11-741490-01. Cisco Systems Inc.Google Scholar
- Trish Crompton. 2019. How many streaming services must one have? https://www.sandvine.com/blog/how-many-streaming-services-must-one-have-sandvineGoogle Scholar
- Cam Cullen. 2020. Mobile Internet Phenomena Preview: Mobile Gaming is a Battle Royale! https://www.sandvine.com/blog/mobile-internet-phenomena-preview-mobile-gaming-is-a-battle-royaleGoogle Scholar
- Pierre Delforge and Noah Horowitz. 2014. How Much Energy Do They Waste When You're Not Playing? Technical Report. National Resources Defence Council, Inc. 20 pages.Google Scholar
- Jennifer deWinter and Ryan M. Moeller. 2016. Computer Games and Technical Communication: Critical Methods and Applications at the Intersection. Routledge, Abingdon-on-Thames.Google Scholar
- Wes Fenlon. 2019. Steam now has 90 million monthly users. https://www.pcgamer.com/steam-now-has-90-million-monthly-users/Google Scholar
- Office for National Statistics. 2019. National population projections -Office for National Statistics. https://tinyurl.com/ybzvaombGoogle Scholar
- Office for National Statistics. 2019. UK Mid Year Estimates 2018-2019. https://www.ons.gov.uk/peoplepopulationandcommunity/populationandmigration/populationestimates/datasets/populationestimatesforukenglandandwalesscotlandandnorthernirelandGoogle Scholar
- Gough. 2018. Number of global PC gamers. https://www.statista.com/statistics/748072/number-pc-gamers-world-platform/Google Scholar
- Christina Gough. 2018. Number of global console gamers 2021. https://www.statista.com/statistics/748093/number-console-gamers-world-platform/Google Scholar
- Christina Gough. 2018. Number of global mobile gamers 2021. https://www.statista.com/statistics/748089/number-mobile-gamers-world-platform/Google Scholar
- Christina Gough. 2019. Number of gamers worldwide 2021. https://www.statista.com/statistics/748044/number-video-gamers-world/Google Scholar
- HowLongToBeat. 2020. How long is Metro Exodus? | HowLongToBeat. https://howlongtobeat.com/game?id=46401Google Scholar
- IDC. 2019. Worldwide Gaming PCs and Monitor Shipments Will Total Nearly 44 Million in 2019, According to IDC. https://www.idc.com/getdoc.jsp?containerId=prUS45761419Google Scholar
- Electricity Info. 2020. National Grid Carbon Intensity Forecast. http://electricityinfo.org/forecast-carbon-intensity/Google Scholar
- Chris Kerr. 2018. Analyst report: Xbox One install base at 39M as of March 2018. /view/news/319939/Analyst_report_Xbox_One_install_base_at_39M_as_of_March_2018.phpGoogle Scholar
- Azeem J. Khan, V. Subbaraju, Archan Misra, and Srinivasan Seshan. 2012. Mitigating the true cost of advertisement-supported "free" mobile applications. In Proc. HotMobile (HotMobile '12). ACM, 1--6.Google Scholar
Digital Library
- Youngki Lee, Sharad Agarwal, Chris Butcher, and Jitu Padhye. 2008. Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players. In Passive and Active Network Measurement, Mark Claypool and Steve Uhlig (Eds.). Vol. 4979. Springer Berlin Heidelberg, Berlin, Heidelberg, 41--50. https://www.microsoft.com/en-us/research/wp-content/uploads/2016/02/pam08.pdfGoogle Scholar
- Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, and Chin-Laung Lei. 2012. Are all games equally cloud-gaming-friendly? An electromyographic approach. IEEE, 1--6.Google Scholar
- Zhen Li and Qi Liao. 2014. Network pricing: can both ISP and P2P benefit? IJNM 24, 6 (2014), 433--449.Google Scholar
- Carolynne Lord, Mike Hazas, Adrian K. Clear, Oliver Bates, Rosalind Whittam, Janine Morley, and Adrian Friday. 2015. Demand in My Pocket: Mobile Devices and the Data Connectivity Marshalled in Support of Everyday Practice. In Proc. CHI '15. ACM Press, 2729--2738.Google Scholar
Digital Library
- Jens Malmodin and Pernilla Bergmark. 2015. Exploring the effect of ICT solutions on GHG emissions in 2030. In Proc. of EnviroInfo and ICT4S 2015, Vol. 22. Atlantis Press, 49--58.Google Scholar
Cross Ref
- Evan Narcisse. 2015. More Than a Third of 2014's Big-Budget Games Got Day-One Patches. https://kotaku.com/more-than-a-third-of-2014-s-big-budget-games-got-day-on-1686398805Google Scholar
- Limelight Networks. 2018. The State of Online Gaming - 2018. Technical Report. Limelight Networks.Google Scholar
- Limelight Networks. 2019. The State of Online Gaming - 2019. Technical Report. Limelight Networks.Google Scholar
- Limelight Networks. 2020. The State of Online Gaming - 2020. Technical Report. Limelight Networks.Google Scholar
- Newzoo. 2019. 2019 Global Games Market Report (Free Version). Technical Report. Newzoo.Google Scholar
- Newzoo. 2020. Newzoo's Key Numbers | Games, Esports, Mobile. https://newzoo.com/key-numbers/Google Scholar
- NVIDIA. 2020. System Requirements for GeForce NOW Coud Gaming. https://www.nvidia.com/en-gb/geforce-now/system-reqs/Google Scholar
- Ofcom. 2018. Adult Media Literacy Tracker 2018. Technical Report. Ofcom.Google Scholar
- Ofcom. 2019. Adults' media use and attitudes report 2019. Technical Report. Ofcom. 22 pages.Google Scholar
- Opensignal. 2019. UK, April 2019, Mobile Network Experience. https://www.opensignal.com/reports/2019/04/uk/mobile-network-experienceGoogle Scholar
- Saville Rossiter-Base. 2019. Adults' Media Use and Attitudes Report 2019 - Presentation. Technical Report. Ofcom. 151 pages.Google Scholar
- Sandvine. 2019. The Global Internet Phenomena Report. Technical Report. Sandvine Incorporated ULC.Google Scholar
- Daniel Schien, Chris Preist, Mike Yearworth, and Paul Shabajee. 2012. Impact of location on the energy footprint of digital media. IEEE, 1--6.Google Scholar
- Daniel Schien, Paul Shabajee, Mike Yearworth, and Chris Preist. 2013. Modeling and Assessing Variability in Energy Consumption During the Use Stage of Online Multimedia Services. Journal of Industrial Ecology 17, 6 (2013), 800--813.Google Scholar
Cross Ref
- Mirko Suznjevic, Ivan Slivar, and Lea Skorin-Kapov. 2016. Analysis and QoE evaluation of cloud gaming service adaptation under different network conditions: The case of NVIDIA GeForce NOW. IEEE, 1--6.Google Scholar
- P. Svoboda, W. Karner, and M. Rupp. 2007. Traffic Analysis and Modeling for World of Warcraft. IEEE, Glasgow, Scotland, 1612--1617.Google Scholar
- Chris Tapsell and Matthew Reynolds. 2019. Google Stadia games list, launch games, price, minimum connection speed requirements and everything we know. https://www.eurogamer.net/articles/2019-06-06-google-stadia-games-pricing-release-date-controller-6200Google Scholar
- Paul Teehan and Milind Kandlikar. 2013. Comparing Embodied Greenhouse Gas Emissions of Modern Computing and Electronics Products. Environ. Sci. Technol. 47, 9 (May 2013), 3997--4003.Google Scholar
Cross Ref
- Tom Warren. 2019. Sony has sold 100 million PS4s. https://www.theverge.com/2019/7/30/20746712/sony-playstation-4-sales-100-million-milestoneGoogle Scholar
- Steve Watts. 2020. Call Of Duty: Modern Warfare's Season 2 Patch Was Huge And Prompted An Apology. https://www.gamespot.com/articles/call-of-duty-modern-warfares-season-2-patch-was-hu/1100-6473605/Google Scholar
- Kelly Widdicks, Oliver Bates, Mike Hazas, Adrian Friday, and Alastair R. Beresford. 2017. Demand Around the Clock: Time Use and Data Demand of Mobile Devices in Everyday Life. In Proc. CHI '17. ACM, 5361--5372.Google Scholar
- Wesley Yin-Poole. 2018. Fallout 76's first major patch is a whopping 47GB on console. https://www.eurogamer.net/articles/2018-11-19-fallout-76s-first-major-patch-is-a-whopping-47gbGoogle Scholar
- Jan Švelch. 2019. Resisting the perpetual update: Struggles against protocological power in video games. New Media & Society 21, 7 (July 2019), 1594--1612.Google Scholar
Cross Ref
Index Terms
- From One Edge to the Other: Exploring Gaming's Rising Presence on the Network
Recommendations
Why MMORPG players do what they do: relating motivations to action categories
This paper presents an analysis of relations between player motivation and behaviour in a Massively Multiplayer Online Role-Playing Game (MMORPG). Player motivation is measured in terms of percentile ranks of motivational components for MMORPG players ...
Gambling content in Facebook games
Some Facebook games are offered by developers who also offer gambling games, possibly indicating that gambling content (GC) could be found in their Facebook games. This study measures the presence of GC in Facebook games and documents their ...
Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre
IntroductionPlayer experience is the interaction between individual qualities and game attributes. It is becoming a popular topic to understand why individuals are interested in different video games. The current literature offers a range of ...





Comments