The Finnish Game Industry has mapped its greenhouse gas emissions

The Finnish Game Industry has taken a step forward when it comes to climate change and has mapped its greenhouse gas emissions for the first time. The mapping happened as part of the biannual industry data collection and companies providing data of their emissions with their own calculations or by using simplified calculator on Pelimetsä website.  

Based on the data collection, it is estimated that the greenhouse gas emissions of the Finnish Game Industry, including the emissions from the global player base playing Finnish games, was 190 000 tons of carbon dioxide equivalent (tCO2e) in 2024. Majority, over 91 %, are estimated to be indirect Scope 3 emissions, and only less than 9 % from Scope 1 and 2. Emissions from use of sold products, meaning people playing the games, is under Scope 3.  

“I would like to thank all the game companies supporting our data collection” says Elina Tyynelä, climate and sustainability specialist of Neogames Finland and WP3 Researcher with STRATEGIES. “I’m looking forward to work together with the industry with this topic in the future too.” 

The estimation based on the data collection is smaller than the estimation that could be made based on the global game industry greenhouse gas emissions and the share of the global game markets Finland holds. According to Dr. Benjamin Abraham, global game industry carries the emission of 14 million tons of carbon dioxide in 2022. Based on the Finnish game companies share of the global game markets, Finnish game industry emissions would be 252 000 tons of carbon dioxide. Neogames estimates that the difference comes from the biggest Finnish games, based on the number of players, are mobile games. Playing mobile games is estimated to have lower energy consumption than playing games with other platforms, as playing with mobile consumes less energy than playing with other devices.

 

For More information:
Elina Tyynelä, elina@neogames.fi

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