Reducing the energy use of video gaming: energy efficiency and gamification
Playing video games in the cloud, known as cloud gaming, can draw as much as a three-fold increase in energy use compared to local gaming.
It is es-timated that one third of humanity plays video games, or around 2.7 billion people in 2020.
Asia Pacific contains 55 per cent of gamers worldwide, with around 1.5 billion people regularly engaged in gaming.
In the United States, video games engage about two thirds of the population.