These estimates include the carbon emissions produced when playing your console, as well as in the manufacturing of consoles and discs, transportation to retailers, delivery or collection from the store, and in the treatment of the products at end of life (e.g. recycling or disposal).
They also include the carbon emissions produced from digital and network activities - from develop-ment of games and production of software, to internet data transmission and the energy consumed by servers used to run PlayStation and PS Now.
These estimates are based on a study using average European data but are representative for cloud streaming in other regions where PS Now is currently available.
These estimates have recently been updated with the latest data for 2021 but will likely change in the future as the performance and efficiency of computing and Internet improves overtime time. For example, the energy used to transmit data through the Internet is estimated to have halved every two years since 2000 (Aslan, et al. 2018). In addition, PlayStation Now is still a relatively new service, and we will continue to review the carbon impact and efficiency of gaming.
*Scope of Druckman et al. (2012) study includes the carbon emissions intensity of transport and em-bedded emissions from entertainment & culture activities (such as going to the cinema or theatre) and outdoor sports.