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 MtCO2e, 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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