An MMORPG Avatar's Eco-Footprint

Citation: Peter Bell, An MMORPG Avatar's Eco-Footprint, OmniNerd.com, 10 December 2006, accessed on 20 March 2010 from http://www.omninerd.com/articles/An_MMORPG_Avatars_Eco_Footprint
Tags: ecology and technology

At first you would think avatars such as those used on MMORPGs like Second Life, the Sims and World of Warcraft would not have much impact on the real world other than the game play they provide for their actual human players. But what if it could be shown that these avatars leave an environmental footprint larger than actual people in developing countries do? Linden Lab, the company behind Second Life is running about 4000 servers right now to keep between 10,000 and 15,000 avatars “alive”, and they are growing rapidly. How much power does this life support system for the avatars use if we take the middle number of 12,500 avatars on a given day?
If the average PC uses 120 watts, and a server uses 200 watts, plus 50 more for air-conditioning, then (4,000 servers x 250 watts x 24 hours) + (12,500 avatars x 120 watts x 24 hours) = 60,000,000 watt-hours or 60,000 kilowatt-hours. That gives a per-capita usage of 60,000 / 12,500 = 4.8 kWh. Over a year’s time that equates to 1752 kWh per avatar. The average human on a worldwide basis uses about 2400 kWh making each avatar at the present time below the average use. But taking into consideration that people in developing countries use less than 2400 kWh; your MMORPG avatar may be consuming more energy to exist than a real person.

Similarly tagged OmniNerd content: