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Published: July 20, 2011  |  Updated: July 20, 2011
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JULY 2011
Video game consoles that are left on (but are not in use) often continue to draw nearly as much power as they do when users are actively playing games on them.

Power Play: How Much Energy Do Video Game Consoles Really Use?

Published: July 20, 2011
Essie Snell

Video game consoles are often ignored by utility incentive and education programs, but they can account for a significant portion of residential energy consumption. This is particularly true because consoles that are left on (but are not in use) often continue to draw nearly as much power as they do when users are actively playing games on them. In addition, many consoles are also now used for nongaming purposes—such as watching movies—even though they use more power than a stand-alone device like a DVD player.

Until recently, the energy impact of video game consoles was unclear. Not only does power draw vary widely among different products, making it hard to provide general estimates, but it can also be difficult for researchers to obtain accurate information regarding customer usage habits because consumers might not have a realistic idea about how often they play video games, or they may downplay their usage when interviewed. However, studies by both the National Resources Defense Council (NRDC) and the Electric Power Research Institute (EPRI) have taken more in-depth approaches in order to shed light on just how much energy these devices actually use.

Taken together, these studies show that console power draw has changed significantly over time. According to the EPRI study, which reviewed active-mode power draw for three 2010 models of major gaming consoles, the Nintendo Wii is currently the most efficient gaming console with an average active power draw of 14 watts (W), followed by the Sony PlayStation 3 with 85 W and the Microsoft Xbox 360 with 88 W. When these data are combined with the results of the NRDC report (PDF), it’s clear that power draw among similar models (for example, the 2007 and 2010 iterations of the Xbox 360) increased steadily through 2007, but the most recent models actually draw less power than their predecessors, despite incorporating the expected technical improvements like better graphic-rendering capabilities.

One of the most significant factors with respect to annual energy consumption is whether users turn off the unit when they’re done playing. (The NRDC estimates that only around 50 percent of users do.) For most video game consoles, the difference between idle and active power draw is only a few watts, so the simple choice to turn off the unit when it’s not in use can reduce net energy consumption by as much as 75 percent relative to a unit that’s always on. (This assumes, as EPRI does, that the user spends a little under six hours per day using the game console; for less-frequent gamers, the percentage savings could be even higher.)

That’s a tremendous savings, particularly when you consider that a less efficient console like a 2007 PlayStation 3 could consume nearly 1,500 kilowatt-hours (kWh) per year—roughly three times the consumption of a refrigerator—if left on all day every day. For comparison, leaving the most efficient console, a Nintendo Wii, on all day will result in an annual consumption of about 100 kWh. Power management features are now offered by most consoles and can help customers realize most of these savings, but they are often inactive by default and can be difficult for users to activate.

Armed with this information, utilities that are interested in reducing residential energy use may want to consider providing education to help consumers reduce video game energy consumption. In addition to suggesting that customers turn off their consoles when not in use, utilities can also encourage customers to make use of power management features and provide instruction on how to activate them for different consoles.

E Source has more detailed information on video game consoles as well as resources on how to reduce residential energy use. Please contact us for more information.


About the Author

Essie Snell
RESEARCH ASSOCIATE

Essie Snell, a member of the technology assessment team at E Source, researches and writes about various topics, including building-envelope components, drivepower, transportation, plug loads, and “black-box” technologies. He previously worked with Point380, a consulting firm specializing in energy management, where he gained experience with carbon footprinting and neutrality strategies. Essie holds a BS from the University of Colorado at Boulder in engineering physics.

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Categories: Electronics