Game Industry Sustainaiblity Benchmark 2023

Expanding on the findings and data collection of this year's net zero snapshot, AfterClimate is pleased to announceme the availabiltiy of our brand new flagship report – the Game Industry Sustainability Benchmark report. The report contains the most detailed and

  • 70+ pages of GHG disclosures and analysis
  • 20+ charts of GHG metrics enabling benchmark comparisons across comparable businesses
  • Scope 1, 2 and 3 disclosures from 30+ of the biggest international game businesses
  • Side-by-side visualisations of game businesses according to GHG intensity by:
    – Absolute emissions (Scope 1+2, and Scope 1+2+3)
    – Revenue intensity (GHG per $1m USD – Scope 1+2, and Scope1+2+3)
    – Per emoployee intensity (GHG per head – Scope 1+2, and Scope 1+2+3)
  • Spohisticated 3 variable display of GHG emissions size, located according to rev & employees
  • Overview of decarbonisation strategy from industry sustainability leaders, applicable by other large game businesses
  • Individual company profiles with ESG data, year on year emissions changes, summaries of announced sustainability initiatives, and analysis of TCFD risk disclosures.

Environmental disclosures from the biggest names in games

Drawing on ESG disclosures, and new conservative projections, for the following companies:

  • Microsoft
  • Sony
  • Tencent
  • Apple
  • Google
  • Ubisoft
  • Supercell
  • 37 Interactive
  • Electronic Arts
  • Square Enix
  • NCSoft
  • SEGA Sammy
  • Nintendo
  • Activision Blizzard
  • Bandai Namco Entertainment
  • Take-Two Interactive
  • CyberAgent
  • Roblox Corporation
  • Playrix
  • Mixi
  • SEA Ltd
  • Keywords Studios International
  • Embracer Group
  • Warner Bros Discovery
  • Konami
  • NetMarble
  • Perfect World
  • Riot
  • Nexon
  • Playtika
  • Aristocrat Leisure
  • NetEase
  • Unity
  • Epic Games

Who is the GISB useful for?

  • Game businesses looking to benchmark their  environmental performance against peers
  • Investor relations & ESG leaders looking to communicate credible sustainability achievements
  • Institutional investors looking to identify sustainability leadership in games industry
  • Anyone interested in an gaining a comprehensive overview of successful game industry sustainability strategy

The 2023 net zero snapshot was months in the making, covering hundreds of pages of reporting and disclosures – not all in English – and involved hours of data entry, standardisation and analysis.

In the coming weeks, AfterClimate will be making available for purchase a first of its kind game industry sustainability benchmark report, containing the most fine-grained details and metrics that go further than the high-level snapshot. With this report we hope to enable games business, investors, government agencies and other interested parties to benchmark in precise detail specific progress on emissions. Additionally, the report will assess the level of preparedness, planning and exposure to climate risks, examining the TCFD disclosures and other climate risk-facing initiatives of each company represented in the Net Zero Snapshot.

Every copy of the report will also come with a free 1 hour consultation with AfterClimate founder and report lead Dr Benjamin Abraham, to answer questions about the data, your business' or investment's place within the wider industry's sustainability context.

To get notified about the release of the report, as well as for future updates on the snapshot, and other research-backed insights from AfterClimate, subscribe to our newsletter: 'Greening the Games Industry' with your email below.

If you want to dig into the data collected for the 2023 game industry net zero snapshot, use this link to view the online spreadsheet. For questions, media inquiries and other feedback, please use the contact form on this website.

Industry emissions intensity averages

To track this process of greening the games industry, we are introducing two new metrics against which we are now able to track the emissions intensity games businesses.

These metrics are emissions per 1 million USD of revenue, and emissions per employee. Given the haphazard state of Scope 3 disclosures, we are now tracking each of these metrics against both Scope 1 & 2 subtotals, andScope 1, 2 & 3 totals.

Taken together, we hope these metrics reveal the progress made in the years ahead, allowing us to observe the changing emissions intensity of different games businesses as they track to net zero.

Because revenues fluctuate from year-to-year, per-employee metrics are an alternative, equally valid and useful metric to track and consider. During a lean year between major releases, per-revenue metrics may appear to inflate substantially, while per-employee metrics remain stable and more reflective of long term performance. Both metrics need to also be understood within the wider context of the industry and performance over multiple years.

Both metrics have their use, and we are excited for the new potential to understand and track emissions intensity in a more nuanced and granular way in the years ahead.

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Highlights from the Newsletter

What does designing for energy efficient games look like?

Back in March, right after GDC, I wrote a piece about the Microsoft Xbox sustainability team’s work to put live power draw numbers front and centre on Xbox devkits, and integrate real world telemetry from actual Xboxes out in the wild...

How much CO2 does it take to make an indie game? Calculating the footprint of Die Gute Fabrik’s Saltsea Chronicles

As I teased the other week, I’ve been working on calculations and a report on the entire development process for Die Gute Fabrik’s new game Saltsea Chronicles. That report is now complete, as is the the game itself.

What if games came with a CO2 emissions label?

Earlier this year, I set out to answer that question – posed initially by Marina Psaros who was (at the time) working for Unity in SF as their sustainability team lead. Would there be a benefit to putting some sort of sticker or label on game boxes and store pages?