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Achieving Green Computing in Video Games Using Power
Measurements and Organic Computing Techniques
Julien Lukasewycz
University of Duisburg-Essen, Germany
Problem
Are video games sustainable and “green” yet? NO, because…
1. …they aim for the best performance, holisc quality, and eciency on all plat-
forms, but not sustainability.
2. …in the research eld of green compung they are rather overlooked.
3. …not all devices running video games are opmized and researched equally
regarding energy eciency (e.g., mobile devices oen take precedence).
4. …a lack of methods as well as detailed data foundaons and stascs exists.
5. …developers oen have wrong mental models regarding power consumpon
of soware.
6. …gaming in California (USA) in 2016 used around 4.1
terawa-hours of electricity. This is roughly equal to:
700 million dollars in energy costs
1.5 million tons of CO2-equivalent emissions
46.8% of an average nuclear power plant [1]
5% of statewide residenal consumpon
usage of 10 million new refrigerators
Approach
I. Energy Awareness
Establish a baseline of current power consumpon in
video games
Develop a method and tool able to measure the power con-
sumpon of video games and their components ( )
Measure the power consumpon of concrete video games
and idenfy factors inuencing it ( )
Create a broad research data set and stascs ( )
II. Informedness
Make power consumpon data usable by developers
and players
Idenfy the informaon needed and the most eecve visu-
alizaon style of power data for developers and players ( )
Use measurement data in combinaon with esmaons or
benchmarks to predict power consumpon ( )
Implicitly trigger a learning eect by associang decisions
and their eects on power consumpon ( )
III. Self-Adaptability
Video games autonomously adapt their power
consumpon based on their state and environment
Use organic compung techniques that delegate and limit
resources based on the given task ( )
Make video games more adapve to the specic hardware
components of the device ( )
IV. Customizability
Let developers and players inuence the
self-adaptability behavior regarding power consumpon
Developers congure the inial power usage behavior of the
video game during development ( )
Players customize these inial conguraons to beer
match their device, environment, and preferences using sim-
ple decision quesons or more complex power sengs ( )
Video Game DeveloperPlayer
Power Profiler
Research Data Set
contributes
to
provides
data to
provides data to
VisualizationVisualization
presents
data to
presents
data to
provides data to
Adaptation Logic
provides
state to
adapts
and limits
resources
of
provides
data to
Operating SystemDevice
provides
data to
provides
data to
adapts settings of optimizes
provides initial configuration to
provides intentions
and preferences to
provides
data to
Device
learns learns
Research Data Set
provides
data to
Figure 1. Overview and relaon of our proposed concepts
References:
[1] U.S. Department of Energy, “Infographic: How much power does
a nuclear reactor produce?.” https://www.energy.gov/ne/articles/
infographic-how-much-power-does-nuclear-reactor-produce, Mar. 2021.
Accessed: 25 Mar. 2025.
For all other references, please refer to the paper.
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Paper Poster
julien.lukasewycz@uni-due.de
https://vs.uni-due.de FDG 2025 - Vienna & Graz, Austria