Carbon Footprint of Online Multiplayer Games

The growth of online gaming has raised questions about its environmental impact. This study estimated the carbon footprint generated by user-side activity in two of the most-played PC games— Counter-Strike and Dota 2 —during 2024. The assessment followed ISO 14067 principles and included preoperational emissions (PC manufacturing and game installation) and operational emissions (gameplay electricity use and data transmission). Counter-Strike and Dota 2 generated 0.693 and 0.358 MtCO 2 e, respectively. Electricity consumption during gameplay accounted for about 75% of total emissions, while computer manufacturing contributed around 24%. Emissions from installation and data transfer were negligible. A Sobol sensitivity analysis identified computer power consumption as the dominant factor affecting total emissions. The combined footprint of these two games exceeded the annual emissions of countries such as Belize and Seychelles. These results highlight the importance of improving gaming hardware efficiency and considering digital leisure in climate policy and carbon budgeting.

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Publication Details

Journal
Games and Culture
Published
2026-05-08
DOI
https://doi.org/10.1177/15554120261448902
Primary Topic
Green IT and Sustainability
Type
article
Field-Weighted Citation Impact
0.00
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article

Carbon Footprint of Online Multiplayer Games

David Medina
Games and Culture
Green IT and Sustainability
article

Carbon Footprint of Online Multiplayer Games

David Medina
article en

Abstract

The growth of online gaming has raised questions about its environmental impact. This study estimated the carbon footprint generated by user-side activity in two of the most-played PC games— Counter-Strike and Dota 2 —during 2024. The assessment followed ISO 14067 principles and included preoperational emissions (PC manufacturing and game installation) and operational emissions (gameplay electricity use and data transmission). Counter-Strike and Dota 2 generated 0.693 and 0.358 MtCO 2 e, respectively. Electricity consumption during gameplay accounted for about 75% of total emissions, while computer manufacturing contributed around 24%. Emissions from installation and data transfer were negligible. A Sobol sensitivity analysis identified computer power consumption as the dominant factor affecting total emissions. The combined footprint of these two games exceeded the annual emissions of countries such as Belize and Seychelles. These results highlight the importance of improving gaming hardware efficiency and considering digital leisure in climate policy and carbon budgeting.

Games and Culture
Universidad Científica del Sur (PE)
Climate action
Openalex Percentile: Top 7%
Green IT and Sustainability
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