Ways for esports team to reduce their carbon footprint : carbon footprint of esports team
Rai, Samir (2026)
Kandidaatintyö
Rai, Samir
2026
School of Energy Systems, Ympäristötekniikka
Kaikki oikeudet pidätetään.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2026061570319
https://urn.fi/URN:NBN:fi-fe2026061570319
Tiivistelmä
This thesis studies the carbon footprint of esports team ROUND using the Life Cycle Assessment (LCA) method based on ISO 14040 and ISO 14044 standards. The main aim of the study was to identify the primary sources of greenhouse gas emissions resulting from esports activities and to determine possible approaches for reducing climate impact.
The study examined emissions from electricity consumption during streaming and gaming, equipment manufacturing, and travel related to events and tournaments. The primary data was collected through interview and was merged with secondary emission factor data from previous studies and databases.
The findings showed that transportation activities (air travel) created the highest source of emissions, followed by equipment manufacturing, and electricity consumption during gaming and streaming. The total estimated annual carbon footprint of the team was approximately 5811.23 kgCO₂eq/year for five members of team.
The study examined emissions from electricity consumption during streaming and gaming, equipment manufacturing, and travel related to events and tournaments. The primary data was collected through interview and was merged with secondary emission factor data from previous studies and databases.
The findings showed that transportation activities (air travel) created the highest source of emissions, followed by equipment manufacturing, and electricity consumption during gaming and streaming. The total estimated annual carbon footprint of the team was approximately 5811.23 kgCO₂eq/year for five members of team.
