Publish at November 29 2021Updated December 09 2021
Making video games eco-friendly
Can energy-intensive entertainment reduce its environmental footprint?
Video games are among the most consumed forms of entertainment in the world. Even the audiovisual industry can no longer compete with the appeal of electronic games. In fact, they have become inspirations for feature films and television series. But this source of entertainment is not without consequences for the planet.
In fact, the entire console market (and in part computers) requires mining rare earths, assembling and distributing to the four corners of the world these items designed to play. Yet the last generation (PS5 and XBox Series X/S) has been criticized for not having the same technological gap as it once did. This push for near-photorealistic graphics is costing studios more money for sales that aren't that impressive. A race for useless and energetically costly technology as they demand more power-hungry TVs.
So, many are hoping for increased longevities for consoles, a renewed taste for old ones that can be traded in or at least recycled. Also, the Nintendo firm, chasing less after realistic graphics, its current console (the Switch) requires less electricity.
Video games designed for people with disabilities are already a rare resource. An experience that allows multiple players is even rarer. Yet this latest creation from "Ludociels for All" challenges players to light up an entire maze by walking balls of light.
The sharing economy has led to small changes in various economic sectors such as transportation, housing, etc. This approach has changed the relationship of citizens for different services, now cheaper and offered by their fellow citizens. However, who actually benefits from this new economy? The people or the companies in question? A U.S. newsgame shows how the life of Uber drivers isn't as lucrative as one might think.
A veritable showcase for public health, Koam was developed by Nutrikeo, a consulting firm specializing in nutritional strategies. Supported by BPI France, the Nouvelle Aquitaine region and Europe, Koam is the result of two years' work by a team of leading specialists in nutrition, childhood, pedagogy, sociology, digital and behavioral theory.
An original approach to depression. The game's metaphor is well conceived, a little dark and informative about a problem that affects millions of people.