Evaluating Games Console Electricity Use: Technologies and Policy Options to Improve Energy Efficiency by Amanda Elizabeth Webb Volume 2: Progress Reports and Published Papers Submitted for the degree of Engineering Doctorate in Sustainability for Engineering and Energy Systems Supervised by Professor Chris France (University of Surrey) and Dr Kieren Mayers (SONY Computer Entertainment Europe Limited) Centre for Environmental Strategy Faculty of Engineering and Physical Sciences University of Surrey June 2014 © A.E. Webb 2014 Disclaimer This EngD Thesis represents the work and opinions of the author. It should not be taken to represent the opinions or position of SONY Computer Entertainment Europe Limited, SONY Computer Entertainment Incorporated or any other SONY company and their employees unless stated as such. Declaration of Originality I confirm that the submitted work is my own work and that I have clearly identified and fully acknowledged all material that is entitled to be attributed to others (whether published or unpublished) using the referencing system set out in the programme handbook. I agree that the University may submit my work to means of checking this, such as the plagiarism detection service Turnitin® UK. I confirm that I understand that assessed work that has been shown to have been plagiarised will be penalised. Contents 6 Month Progress Report 12 Month Progress Report 18 Month Progress Report Mid-course Dissertation 30 Month Progress Report 36 Month Progress Report 42 Month Progress Report 48 Month Progress Report Estimating the energy use of high definition games consoles Energy Savings of the Console Manufacturer Industry Proposal Excerpt from “Energy Efficiency of Games Consoles: Self-Regulatory Initiative to further improve the energy efficiency of Games Consoles” Amanda Webb 6 Month Progress Report 6 Month Progress Report EXECUTIVE SUMMARY This report documents the progress made to date on the Engineering Doctorate (EngD) research project “Life-cycle energy management of games consoles” at Sony Computer Entertainment Europe (SCEE), the industrial sponsor. As a manufacturer of games consoles, Sony Computer Entertainment Incorporated (SCEI) is subject to an increasing policy focus on the environmental impacts of their products. Particular attention is being paid to the energy efficiency of electronic goods. This is the result of numerous Life Cycle Assessment (LCA) studies which have highlighted the usephase as being responsible for a high proportion of the overall life-cycle impacts. Therefore, efforts to reduce these impacts are likely to yield significant reductions in electricity use and carbon dioxide emissions. SCEE is responsible for the distribution, marketing and sales of Sony PlayStation® products in 109 territories across Europe, the Middle East, Africa and Oceania. PlayStation® consoles have developed very rapidly since the first version released in 1995. Today, consoles perform a wide variety of functions including music and media playback, online gaming and internet browsing in addition to game-play. High definition is now standard. As a consequence, the energy consumption of the products has increased in line with the increased functionality and technical complexity. In the regions covered by SCEE, and globally, numerous instruments have been employed to regulate the amount of electricity consumed by gaming products and to drive demand for more energy efficient products, an example of which is labelling to inform consumers. The first section of this report discusses the instruments currently in use for promotion of energy efficiency in electronic products, highlighting any with specific reference to games consoles. There is also an in-depth discussion of the different stakeholders with an interest in this area. There is a lack of accurate information regarding both the energy consumption of games consoles and, importantly, their usage patterns. This has led to incorrect conclusions being drawn by independent bodies and organisations involved in the energy efficiency arena. The second section, therefore, covers the power consumption of consoles and proposes how this should be measured, initially with respect to the PlayStation®3, the primary SCEE product. There are no standard methods for testing games consoles which has led to a variety of bodies, including the ENERGYSTAR® program and NRDC, adapting methodologies designed for other products and applying them to consoles. These adaptations are critically discussed resulting in recommendations for the PlayStation®3 testing protocol. A key issue is the applicability of existing definitions of the power using modes available on games consoles and how energy consumption varies between modes. This includes standby, i Amanda Webb 6 Month Progress Report active, idle, pause and off modes. Consideration also needs to be given to these modes when performing different functions i.e. media idle, media pause etc. Section 5 considers the life-cycle thinking and its application to games consoles. Existing life cycle assessment (LCA) studies are compared to assess the consistency of the results. This will help to identify where environmental hotspots lie within the product life cycle and also show where further research is required. The potential application of carbon foot-printing to SCEEs’ products is also explored drawing on previous research based in the electronics sector. Section 6 discusses the use of consoles by consumers. Console functionality has increased significantly over a relatively short time period and there is little public domain information available regarding which functions consumers use and the frequency with which they use them. This section reviews available data sources and proposes research to address these data gaps. An area which has been focussed on for action by members of the NGO community is that of “power-save” functions (NRDC, 2008). This is due to the reported large potential energy savings. The possibilities for improvements are covered in the study. Similarly, little is known about consumer’s behaviour when switching off their consoles. This will also be addressed by the study. The report concludes with a consideration of the main research questions to be addressed and a plan for future work over the period of the EngD project. In addition, a detailed plan for the next 6 months of research is described. ii Amanda Webb 6 Month Progress Report GLOSSARY AEC – Annual Electricity Consumption ANEC – The European consumer voice in standardisation APD – Auto Power Down APP – Adjusted Peak Performance BAT – Best Available Technology BD – Blu-ray Disc BEUC – European Consumers’ Organisation BNAT – Best Not yet Available Technology BSI – British Standards Institute CE – Consumer Electronics CEA – Consumer Electronics Association CPU – Central Processing Unit cSTB – complex Set Top Box DG ENTR – Directorate General Enterprise and Industry DG TREN - Directorate General Energy DoE – Department of Energy (United States) DVD – Digital Versatile Disc EC – European Commission eceee – European Council for an Energy Efficient Economy ECOS – European Environmental Citizens Organisation for Standardisation EEB – European Environmental Bureau EMS – Environmental Management System EngD – Engineering Doctorate ErP – Energy related Products EU – European Union EuP – Energy using Products FLOP – Floating Point Operation GAO – Government Accountability Office GPU – Graphics Processing Unit HD – High Definition iii Amanda Webb 6 Month Progress Report IEA – International Energy Agency IEC – International Electrotechnical Commission IM – Implementing Measure IPCC – Intergovernmental Panel on Climate Change IPP – Integrated Product Policy ISFE – Interactive Software Federation of Europe ISO – International Organisation for Standardisation JRC – Joint Research Centre kWh – Kilowatt hour LCA – Life Cycle Assessment Mbps – Megabits per second MEEuP – Methodology for the study of Eco-design of Energy-using Products MEPS – Minimum Energy Performance Standards MTP - Market Transformation Programme NGO – Non–Governmental Organisation NRDC – Natural Resources Defence Council PAL – Phase Alternating Line PAS – Publicly Available Specification PC – Personal Computer PCF – Product Carbon Foot-printing PSN – PlayStation® Network RAM – Random Access Memory RoHS – Restriction of Hazardous Substances SCEE – Sony Computer Entertainment Europe SCEI – Sony Computer Entertainment Incorporated SD – Standard Definition SME – Small/Medium sized Enterprise TEC – Typical Energy Consumption UEC – Unit Electricity Consumption USEPA – United States Environmental Protection Agency VA – Voluntary Agreement iv Amanda Webb 6 Month Progress Report VIP – Virtual Intelligence Platform WEEE - Waste Electrical and Electronic Equipment WOL – Wake On Lan XMB – Cross Media Bar List of Tables Table 1 Illustration of vertical and horizontal coverage of product by the EuP Directive ..... 10 Table 2 Summary of the requirements under the EuP Lot 6: standby and off-mode losses (European Commission, 2008) ............................................................................................... 12 Table 3 Summary of the EuP product Lots which have Implementing Measures in force .... 14 Table 4 Summary of the ENERGYSTAR® V5.1 requirements for games consoles.................. 19 Table 5 Summary of the instruments in use for the promotion of energy efficient products ............................................................................................................................................... 28 Table 6 Sales data for consoles sales during the period 4th January 2009 – 2nd January 2010 ............................................................................................................................................... 39 Table 7 Summary of the available data on power consumption of consoles in active mode40 Table 8 summary of the available data on average time spent in each mode by consumers for consoles ............................................................................................................................ 56 Table 9 Total cost of testing for the different scenarios ........................................................ 84 List of Figures Figure 1 Organisational structure of Sony Corporation (Sony, 2010b).................................... 2 Figure 2 Image of a PlayStation®3 games console with a typical handheld controller ........... 5 Figure 3 Diagram showing the effect of standards and labels on the sales of energy efficient products (Collaborative Labeling and Appliance Standards Program, 2005) .......................... 8 Figure 4 Graph showing the idle power use in 8 high specification PCs (Department of Environment Heritage Water and the Arts, 2009) Those below the green line comply with ENERGYSTAR® requirements. ................................................................................................ 17 Figure 5 Labels used in the Korean “Energy Boy” scheme. a) indicates those products which achieve the standards and b) those which do not ................................................................. 23 Figure 6 Example of the EU Energy Label .............................................................................. 26 Figure 7 Diagram showing the different stakeholders involved in energy efficiency policy . 33 Figure 8 Graph showing the voluntary reductions made in energy consumption of consoles by both Microsoft and Sony ................................................................................................... 39 Figure 9 Graph demonstrating the relationship between computations per KWh from 1940 to present............................................................................................................................... 45 v Amanda Webb 6 Month Progress Report Figure 10 Data from the ISFE study for hours spent playing video games per week, split by age group and platform (Interactive Software Federation of Europe, 2008)........................ 53 Figure 11 Graph demonstrating the frequency of use by consumers of the different functions available on PlayStation®3 ..................................................................................... 54 Figure 12 Graph demonstrating the frequency of use by consumers of the different functions available on Xbox 360 ............................................................................................ 54 Figure 13 Calculation used to estimate the Annual Electricity Consumption of consumer electrical appliances (TIAX, 2007) .......................................................................................... 55 Figure 14 Gantt chart documenting the proposed tasks and due dates for the next 6 months of research ............................................................................................................................. 63 CONTENTS EXECUTIVE SUMMARY ................................................................................................................ i GLOSSARY.................................................................................................................................. iii List of Tables .............................................................................................................................. v List of Figures ............................................................................................................................. v CONTENTS ................................................................................................................................. vi 1.INTRODUCTION AND BACKGROUND ...................................................................................... 1 1.1. Sony Computer Entertainment Europe (SCEE) Ltd ................................................... 1 1.2. What is a games console? ........................................................................................ 2 1.3. Current Definitions ................................................................................................... 3 1.4. Energy and Power..................................................................................................... 5 2.INSTRUMENTS FOR IMPLEMENTING ENERGY EFFICIENCY MEASURES .................................. 7 2.1. Standards and Labels ................................................................................................ 7 2.1.1. 2.1.1.1. European Union - Energy using Products (EuP) Directive 2005/32/EC ................ 9 Lot 3 Preparatory Study ................................................................................. 15 2.1.2. US ENERGYSTAR® ............................................................................................... 17 2.1.3. Top Runner ......................................................................................................... 21 2.1.4. Korea - Energy Boy ............................................................................................. 22 2.1.5. TCO ..................................................................................................................... 24 2.1.6. International Energy Agency (IEA) “1 - Watt Plan” ............................................ 25 2.1.7. United States - Green Gaming Act ..................................................................... 25 2.1.8. EU Energy Label .................................................................................................. 25 2.1.9. EU Eco-label........................................................................................................ 26 vi Amanda Webb 6 Month Progress Report 2.2. Voluntary versus Mandatory .................................................................................. 29 2.3. Section Conclusion.................................................................................................. 30 3.STAKEHOLDERS ..................................................................................................................... 32 3.1. NGOs ....................................................................................................................... 33 3.1.1. NRDC .............................................................................................................. 33 3.1.2. European Environmental Citizens Organisation for Standardisation (ECOS) 34 3.1.3. Greenpeace .................................................................................................... 34 3.1.4. European Environmental Bureau (EEB) ......................................................... 34 3.1.5. European Council for an Energy Efficient Economy (eceee) ......................... 35 3.2. Consumer Organisations ........................................................................................ 35 3.2.1. BEUC............................................................................................................... 35 3.2.2. ANEC .............................................................................................................. 35 3.3. Member States ....................................................................................................... 35 3.3.1. UK ................................................................................................................... 35 3.3.2. Denmark......................................................................................................... 36 3.3.3. Belgium .......................................................................................................... 36 3.4. Producers/Manufacturers ...................................................................................... 36 4.CONSOLES AND ENERGY CONSUMPTION ............................................................................. 38 4.1. History of Consoles ................................................................................................. 38 4.2. Market Share .......................................................................................................... 39 4.3. Console Testing....................................................................................................... 40 4.4. Mode Definition...................................................................................................... 40 4.5. Test Procedure and Standards ............................................................................... 42 4.6. Performance Indicator............................................................................................ 43 4.7. Current Focus for Energy Efficiency Improvements ............................................... 45 5.ENVIRONMENTAL ASSESSMENT OF PRODUCTS ................................................................... 48 5.1. Life Cycle Assessment (LCA) of Games Consoles .................................................... 48 5.2. Product Carbon Foot-printing (PCF) ....................................................................... 49 6.CONSUMER RESEARCH ......................................................................................................... 51 6.1. Existing Data ........................................................................................................... 51 6.1.1. NRDC – Lowering the cost of play (NRDC, 2008) ........................................... 51 vii Amanda Webb 6 Month Progress Report 6.1.2. Nielsen – the State of the Console (Nielsen, 2007) ....................................... 51 6.1.3. ISFE (Nielsen) 2008 – Video Gamers in Europe 2008 .................................... 52 6.1.4. Report GameVision Europe - Autumn 2009, European Consumer Intelligence 53 6.1.5. TIAX – Energy Consumption by Consumer Electronics in US Residences 2007 (TIAX, 2007) ............................................................................................................ 54 6.2. Virtual Intelligence Platform (VIP) .......................................................................... 56 6.3. Interactive Software Federation of Europe (ISFE) Input ........................................ 56 7.RESEARCH QUESTIONS AND PROJECT PLANNING ................................................................ 59 7.1. Research Scope ....................................................................................................... 59 7.2. Research Aims ........................................................................................................ 59 7.3. 6 Month Work Plan ................................................................................................ 59 7.3.1. Console Testing .............................................................................................. 60 Aims ......................................................................................................................................... 60 Objectives ................................................................................................................................ 60 7.3.2. Consumer Research ....................................................................................... 60 7.3.3. Analysis of data available for LCA and carbon foot-printing ......................... 61 7.3.4. Stakeholder Analysis ...................................................................................... 61 8.CONCLUSIONS ....................................................................................................................... 64 9.REFERENCES .......................................................................................................................... 65 10.APPENDICES ........................................................................................................................ 72 Appendix 10.1 – Proposal for console testing ..................................................................... 72 SUMMARY ................................................................................................................................ 73 CONTENTS ................................................................................................................................ 74 DEFINITIONS............................................................................................................................. 75 Games console..................................................................................................................... 75 Off ........................................................................................................................................ 75 Active ................................................................................................................................... 75 Standby ................................................................................................................................ 75 Idle ....................................................................................................................................... 75 Pause ................................................................................................................................... 75 INTRODUCTION & BACKGROUND ............................................................................................ 75 viii Amanda Webb 6 Month Progress Report AIMS ......................................................................................................................................... 77 OBJECTIVES .............................................................................................................................. 77 HYPOTHESIS ............................................................................................................................. 77 SAMPLE .................................................................................................................................... 77 METHODOLOGY ....................................................................................................................... 80 Testing Requirements .......................................................................................................... 80 Accuracy............................................................................................................................... 80 Test Equipment.................................................................................................................... 81 Test Conditions .................................................................................................................... 81 COSTS ....................................................................................................................................... 81 Equipment ........................................................................................................................... 81 Testing ................................................................................................................................. 82 Total Costs ........................................................................................................................... 84 REFERENCES ............................................................................................................................. 84 ix Amanda Webb 6 Month Progress Report 1. INTRODUCTION AND BACKGROUND This report discusses the progress made to date regarding the Engineering Doctorate (EngD) research project “the Life-cycle energy management of games consoles”. Firstly the Industrial Sponsor, SCEE, is introduced and the relevance of this project for the company discussed. This includes an introduction to the relevant legislation and instruments within which consoles are considered, in addition to the broader background for the project. An initial literature review follows which includes a detailed consideration of games consoles and their usage by consumers, the energy efficiency of electronic goods and policies and measures employed to improve this and also a discussion of the potential for carbon foot-printing and LCA studies for consoles. The report concludes with a summary of research questions and activities which will guide the research for the remainder of the project. This topic is interesting for a number of reasons. Firstly, in Europe in 2009 over 15.5 million consoles were sold (VGChartz, 2011). This indicates why consoles are being focused on as a product group. Secondly, the energy consumption of consoles has been shown to increase when comparing subsequent generations. For example, the Sony PlayStation® consumed 8 W in active mode, compared with 150 W for the original PlayStation®3 model (NRDC, 2008). The NRDC also reported that the energy use of consoles in the US used an estimated 16 billion kWh of electricity. The proliferation of consoles is also increasing with emerging markets being a focus for console manufacturers; something which will only exacerbate the problem. There has been no research to date on this topic and therefore there is great potential to add to the knowledge base in this area. This will help to improve the energy efficiency of consoles and reduce the impact of these products on the environment. 1.1. Sony Computer Entertainment Europe (SCEE) Ltd Sony Corporation was founded in May 1946 by Masaru Ibuka and Akio Morita in a crippled post-war Japan (Sony, 2010a). Initially repairing radios, the business has grown extensively and now manufactures products including cameras, computers, televisions and games consoles. Today Sony employs over 171,000 people worldwide. 1 Amanda Webb 6 Month Progress Report Figure 1 Organisational structure of Sony Corporation (Sony, 2010b) Figure 1 above shows the organisational structure of the Sony Corporation as of October 2009. Sony Computer Entertainment Europe (SCEE) sits within the “Networked Products and Services Group”. SCEE is responsible for “the distribution, marketing and sales of PlayStation® Portable, PlayStation®2 and PlayStation®3 hardware and software in 109 territories across Europe, the Middle East, Africa and Oceania” (SCEE, 2010). The area that is covered by SCEE is delineated by those countries which receive the Phase Alternating Line (PAL) television signal. The most recent console produced by SCEE is the PlayStation®3 which was originally released in 2007 and superseded by a “slim” model released in September 2009. 1.2. What is a games console? Games consoles are increasingly becoming viewed as an entertainment device. The range of functions has grown significantly as subsequent generations of consoles have been released. Whilst game playing remains the most used function, the use of other functions is increasing (GameVision Europe, 2009). More recent additions include web browsing, set top box functions and downloading movies to an internal hard drive. Games consoles also have a broad audience which is facilitated by this increase in functionality. See Section 6 for more information. In the past, console use was perhaps associated in the public mind with teenage boys who used them for playing video games. Today consoles have a secure place at the centre of home entertainment in households across the world, as shown by studies such as the ISFE Video Gamers in Europe (2008), which reports data for users up to 50 years old. 2 Amanda Webb 6 Month Progress Report It is also important to consider the definition of a Games Console. This section compares the definitions in use at present. The definition of a games console is becoming a more contentious issue as the capabilities of consoles continue to extend beyond that of gaming. It is vital when considering which other products consoles should be compared to, regarding energy consumption and efficiency measures, that an accurate definition of the product and its functions is available. One example of this is the need to address the increasing multi-functional nature of consoles. The importance of this has not only been shown by the number of functions available, but it is supported by consumer research which reports that these auxiliary functions are being used with increasing frequency by consumers (see Section 6). It is also important to note that consoles of the same generation do not always offer the same functionality. However, a definition which does not address the all available functionality may lead to some products “slipping through the net” and potentially avoiding regulation as a result of an incomplete definition. 1.3. Current Definitions The definition given in the EuP Preparatory study (AEA, 2009) for games consoles is as follows: A “Games Console” is a mains powered stand alone device which is marketed as a product providing video game playing as its primary function through an external screen and which has the following features: Hardware Architecture • CPU • System memory • Video architecture • Network architecture • Optical drives (to be defined) • Hard drives or other internal memory (optional) • Mains connected internal or external power supply unit Input devices • Typically hand held controllers or other interactive controllers rather than keyboards or mice Optional Secondary functions • Optical disk playback • Digital picture viewing (via an external screen) • Digital music playback Excluded components or functionalities: 3 Amanda Webb 6 Month Progress Report • Integrated screens • Conventional Personal Computing (PC) operating systems • Internal batteries for powering products over extended periods of time The description of consoles offered by the Australian study on Home Entertainment Equipment (The Equipment Energy Efficiency Programme, 2009) is: A game console or video game console is an interactive device that sends a signal to a display device (such as a television or monitor) in order to display and control video games. These devices are similar in make up to a computer however the term game console is used to distinguish a machine designed for consumers to buy and use predominantly for playing video games. A game console usually consists of a CPU, RAM and an audiovisual coprocessor. Some console have memory cards to save, load, and delete files, while newer models have hard drives installed to save the data on the console itself. A console is designed to connect to special hand held controls rather than a mouse or keyboard. The ENERGYSTAR® Computer requirements V5.0 (EnergyStar®, 2009a) defines a Games Console as follows: A standalone computer-like device whose primary use is to play video games. Game consoles use a hardware architecture based in part on typical computer components (e.g., processors, system memory, video architecture, optical and/or hard drives, etc.). The primary input for game consoles are special hand held controllers rather than the mouse and keyboard used by more conventional computer types. Game consoles are also equipped with audio visual outputs for use with televisions as the primary display, rather than (or in addition to) an external or integrated display. These devices do not typically use a conventional PC operating system, but often perform a variety of multimedia functions such as: DVD/CD playback, digital picture viewing and digital music playback. All of these definitions address two key aspects; firstly the use of special hand-held controllers and secondly that consoles do not include a display device. Figure 2 shows a PlayStation®3 console with a typical handheld controller which is the main input device. It is also clearly stated that although similar in nature to a PC, the operating system of a console is not the same as a PC. Games consoles are essentially computers and therefore share their basic architecture with that of a conventional PC, including the CPU, RAM and hard disk storage (for PlayStation®3 and Xbox 360). However, due to the high dependence of consoles on graphics, as opposed to information, consoles incorporate powerful Graphics Processing Units (GPUs). In contrast, PCs use their CPUs and specialised graphics cards to process graphics. In terms of the purpose of a console, all of these definitions state that although game-play is the primary function, consoles also perform other functions. However, these have been limited to DVD/CD playback, digital picture viewing and digital music playback. Although the extra functionality has been acknowledged, this is certainly not an exhaustive list and precludes important functionality including internet browsing, set top box functions and streaming video. It is essential to include these functions in the scope of the definition, 4 Amanda Webb 6 Month Progress Report especially as they become more widely available and used by more consumers. However, it is likely that in the near future that any definition will be out-of-date due to the rapidly changing nature of consoles. Therefore, available functions will need to be regularly revisited and updated accordingly. Figure 2 Image of a PlayStation®3 games console with a typical handheld controller 1.4. Energy and Power To ensure consistency and understanding throughout this report, energy, power and the relationship between the two, will be discussed here. The following definitions and equations are taken from (Bird, 2007). Power can be defined as the rate of doing work or transferring energy and is calculated using the following equation: P = VI (1) Where P = power (Watts) V = voltage (volts) I = current (amperes) Electrical energy (joules) = Power x time (2) 5 Amanda Webb 6 Month Progress Report Therefore, combining (1) and (2) gives: Electrical energy = VI x t Although the unit of energy is the joule, when dealing with large amounts of energy the kilowatt hour (kWh) is used. 1 kWh = 1000 watt hours. Converting this to seconds gives 1000 x 3600 = 3 600 000 watt seconds or joules. It is important to define the following two terms, which will be used throughout this report – Energy Efficiency – comparative measure of energy required to achieve a particular performance (International Electrotechnical Commission, 2010). Improvements in energy efficiency can be defined as “a reduction in the energy used for a given service”, for example lighting or heating (World Energy Council, 2010). Energy Consumption – the energy consumed when providing a given service. Simply measuring and comparing the energy consumption of two similar products, when providing a given service, will not give any indication of efficiency. Whilst they may be providing a similar service, for example light, one may be providing a greater luminance whilst consuming the same amount of energy. This would therefore be more efficient. 6 Amanda Webb 6 Month Progress Report 2. INSTRUMENTS FOR IMPLEMENTING ENERGY EFFICIENCY MEASURES The increasing amount of electronic equipment in the home and the workplace, and their associated energy use, has led to legislation and other instruments being implemented to help combat growing energy consumption. The EU Joint Research Centre (JRC) reports that, despite numerous energy efficiency policies and programmes introduced at national and EU level, electricity consumption has continued to grow. For instance, residential electricity consumption grew by 1.8% in the period 2003-2004 (Institute for Environment and Sustainability, 2007). Furthermore, (Keirstead, 2006) states the proliferation of domestic appliances and smaller household units as drivers for a reported 3% per annum increase in domestic electricity consumption since 1970 in the UK. In response to these trends the Marrakech process was initiated which supports the implementation of sustainable consumption and production projects to promote “social and economic development within the carrying capacity of ecosystems by de-linking economic growth from environmental degradation” (UNEP, 2009). It has been highlighted by (Gupta and Ivanova, 2009) that very few or no papers exist on global energy efficiency governance, in contrast to large numbers covering local and national energy governance. This stems from the lack of a global agency with a mandate to promote energy efficiency. Despite this ad-hoc, regional approach to implementing energy efficiency programmes, many have been extremely successful. For instance it is estimated, that for those Lots of the EuP Directive which have implementing measures in force, 12% of the electricity consumption of the EU will be saved by 2020 (European Commission, 2010b). 2.1. Standards and Labels As stated by Wiel et al. (2006) energy efficiency standards and labels have been implemented by governments around the world for over 30 years. They provide a means by which cost effective and energy efficient technology can be stimulated. It is also stated by (Dernbach, 2007) that energy efficiency and conservation is “equitable and sustainable” making it a desirable policy option. Standards and labels essentially adjust the rules that govern the marketplace in an attempt to accelerate the uptake of newer, more energy-efficient technology (Wiel et al., 2006). (Mills and Schleich, 2010) also discuss the market incentives created by the generation of consumer information in the form of labels which encourage manufacturers to design more energy efficient products. Figure 3 below shows the effect that labels and standards have on the energy efficiency of products on the market. One example of this effect is the sales of refrigerators in the US when more stringent ENERGYSTAR® requirements were introduced in 2001. After introduction, no ENERGYSTAR® qualified refrigerators were sold for the first two months, but by 2004 the market share of qualified refrigerators had risen to 30% (Greenbiz, 2005). 7 Amanda Webb 6 Month Progress Report Figure 3 Diagram showing the effect of standards and labels on the sales of energy efficient products (Collaborative Labeling and Appliance Standards Program, 2005) Standards for energy efficiency may be categorised into three types (Collaborative Labeling and Appliance Standards Program, 2005): 1. Prescriptive standards – these require a particular feature or device to be installed in new products. The requirement for APD discussed in ENERGYSTAR® V5.1 is an example of this. See Section 2.1.2 for more detail. 2. Minimum Energy Performance Standards (MEPS) - these prescribe certain levels of efficiency, or power consumption, which must be achieved. For instance the limits that would be imposed on the active power use of consoles by the proposed ENERGYSTAR® V5.1, as described below, are an example of MEPS. 3. Class average standards – these state average efficiencies of a product which need to be achieved. There is no specification of how this is achieved. The “Top Runner” programme, also described below, is an example of this approach. Labelling serves as a source of information to describe to consumers the energy performance of a product. This can either be information about the energy use, energy efficiency or the cost of running the appliance. Generally, labels take two forms (Collaborative Labeling and Appliance Standards Program, 2005): 1. Endorsement labels – these labels are given to products which have achieved compliance with a certain set of criteria. The ENERGYSTAR® program is an example of this type of labelling. 8 Amanda Webb 6 Month Progress Report 2. Comparative labels – these simply give information about the energy efficiency of the product which allows consumers to make an informed choice. The EU eco-label is one example of this. The following sections discuss current legislation, standards, labels and initiatives which cover the topic of energy consumption and efficiency. Instruments have been chosen based on their specific relevance to games consoles and/or their approach to energy efficiency e.g. voluntary or mandatory, maximum or minimum standards and so on. This is not an exhaustive list of all measures relating to the energy efficiency of appliances, as many instruments demonstrate only subtle differences. 2.1.1. European Union - Energy using Products (EuP) Directive 2005/32/EC Introduced in 2005, the EuP Directive provides a framework for setting eco-design requirements for energy using products within the EU. The intention behind this legislation is to act as a preventive measure to optimise the energy use of products, whilst maintaining their functionality (European Parliament and Council, 2005). In addition to fulfilling part of the EU Commissions’ Integrated Product Policy, it is anticipated that legislation such as this will help the European Community to achieve its targets under the EU climate and energy package, which became law in June 2009. These targets have been collectively termed the “20-20-20” targets, which includes at least a 20% reduction of EU 1990 greenhouse gas levels and a 20% reduction in primary energy uses through improvements in energy efficiency (Europa, 2010a). In October 2009, the Directive was recast as “the framework for the setting of eco-design requirements for energy-related products”, referred to as ErP (European Parliament and Council, 2009). Although a seemingly small change, it addresses the acknowledgement that many products that do not consume energy in use can have an impact on energy consumption, for example insulation and windows. This recast will allow the Commission to propose eco-design requirements for these products in addition to energy using products. The definition of energy using products from Article 2(1) (European Parliament and Council, 2005) is: “Energy-using product means a product which once placed on the market and/or put into service, is dependent on energy input (electricity, fossil fuels, renewable energy sources) to work as intended, or a product for the generation, transfer and measurement of such energy…” Whereas energy-related products are defined in Article 2(1) (European Parliament and Council, 2009) as follows – “Energy-related product, means any good that has an impact on energy consumption during use which is placed on the market and/or put into service, and includes parts intended to be incorporated into energy-related products….” 9 Amanda Webb 6 Month Progress Report For the case of consoles, the definition of an energy-using product is more appropriate, although the broader definition of energy-related products does still apply. As part of the framework, a product must fulfil three criteria for it to be deemed necessary to create eco-design requirements. These are, as stated in Article 15 (2a,b,c) (European Parliament and Council, 2005) as follows: The EuP shall represent a significant volume of sales and trade, indicatively >200,000 units within the Community; The EuP shall, considering the quantities placed on the market and/or put into service, have a significant environmental impact within the Community; and The EuP shall present a significant potential for improvement in terms of its environmental impact without entailing excessive costs. As part of the European Commission’s working plans, products are identified which are considered priorities for the adoption of implementing measures. The product groups are split into Lots, which represent individual products or groups of similar products. At present there are 24 Lots, 9 of which have already had implementing measures adopted (European Commission, 2010c). To date, 31 product categories have been targeted for eco-design requirements. Some of the Lots are horizontal in nature, for example Lot 6: Standby and off- mode losses, which applies to all products which have a standby mode. In contrast, Lot 3: Sound and Imaging Equipment is an example of a vertical Lot, which only applies to the products specified within it. Some appliances, therefore, will have to comply with numerous Lots. This is illustrated in Table 1. Two Directorates within the EC are responsible for the EuP Directive. These are DG Enterprise and Industry (DG ENTR) and DG Energy (DG TREN). Table 1 Illustration of vertical and horizontal coverage of product by the EuP Directive Lot Number Lot 3 Sound and Lot 6 Standby and Imaging equipment off-mode losses Games console Covered Covered Television Not covered Covered 10 Amanda Webb 6 Month Progress Report Games consoles fall under ENTR Lot 31: Sound and Imaging Equipment, which also contains projectors and video recorders. Each Lot undergoes a similar process of evaluation, which is summarised below (European Commission, 2010b): A Preparatory study; A Consultation Forum (consultation of all interested stakeholders); An Impact Assessment; A Regulatory Committee; and A scrutiny by the European Parliament. Currently, Lot 3 is still at the Preparatory study stage, with the completed study anticipated during April 2010. The Preparatory studies usually consist of seven tasks which aim to build a knowledge base regarding the products covered by the Lot. The tasks for Lot 3 are as follows: 1. Definition; 2. Economic and Market Analysis; 3. User Behaviour; 4. Assessment of Base-Case; 5. Technical Analysis of Best Available and Best Not Available Technology (BAT and BNAT respectively); 6. Improvement Potential; and 7. Policy and Impact Analysis. The Preparatory study enables the following stages of the process to proceed on the basis of good information about the nature of the product/s. This is intended to ensure subsequent standards are achievable while also effectively improving the energy efficiency of the targeted products. The Preparatory study for Lot 3 is discussed in detail in Section 2.1.1.1. Games Consoles will also be subject to the requirements in the following Lots: TREN Lot 6 Standby and off-mode losses – This regulates the power consumption during times when electrical and electronic household and office equipment is in standby. Standby modes are defined as follows in Article 2(2) (European Commission, 2008): 1 It is important to highlight that the two Directorates have, in some cases, given the same numbers to Lots. Lot 3 under DG ENTR is the Sound and Imaging Equipment Lot, whereas Lot 3 under DG TREN is for Personal Computers and Computer Monitors. 11 Amanda Webb 6 Month Progress Report “a condition where the equipment is connected to the mains power source, depends on energy input from the mains power source to work as intended and provides only the following functions which may persist for an indefinite time: o Reactivation function, or reactivation function and only an indication of enabled reactivation function, and/or o Information or status display.” In order to allow manufacturers enough time to comply the requirements are implemented in two stages. These requirements are summarised in Table 2 below. Table 2 Summary of the requirements under the EuP Lot 6: standby and off-mode losses (European Commission, 2008) Mode Power limit after 1 Power limit after 4 year (W) years (W) Off 1.0 0.5 Standby (only providing reactivation function) 1.0 0.5 Standby (only providing information or status display) 2.0 1.0 In addition, after four years, equipment must offer a power management function which switches off the equipment when not providing the main function. DG TREN Lot 26 Networked Standby – this is a relatively new product lot with the Preparatory study currently at the task 4 stage. This Lot was created in response to Lot 6 which identified that networked standby operating conditions have a large potential for saving energy. Networked Standby Mode is defined as follows (European Commission, 2010a): “A condition during which the equipment is directly or indirectly connected to the mains power source and provides the following functions”: o Reactivation via network; o Network integrity communication: communication paths; and o Reactivation, information and status display: standby functions according to EC 1275/2008 (Lot 6 regulation) may also be provided. maintaining the external An example of this for a PlayStation®3 would be the Bluetooth connectivity which is maintained with controllers. This allows consumers to wake a console from standby using only the controller. 12 Amanda Webb 6 Month Progress Report The Directive allows either a Voluntary Agreement (VA) or an Implementing Measure (IM) to be set. An IM, as defined in Article 2(3) (European Parliament and Council, 2005), is a measure adopted pursuant to the EuP Directive which lays down eco-design requirements for defined EuPs or for environmental aspects thereof. These requirements are mandatory. In contrast a VA (the preferred approach to implementing the EuP Directive) is an agreement between industry and the Commission with no legislative implications. As yet no VAs have been agreed. Annex VIII of the Directive gives a list of “indicative criteria to evaluate the admissibility of self-regulatory initiatives (VAs) as an alternative to an implementing measure”. These are as follows: 1. Openness of participation; 2. Added value; 3. Representativeness; 4. Quantified and staged objectives; 5. Involvement of civil society; 6. Monitoring and reporting; 7. Cost effectiveness of administering a self-regulatory initiative; 8. Sustainability; and 9. Incentive compatibility. One Lot which is pursuing a voluntary agreement is complex Set Top Boxes (cSTB). A more in-depth discussion of this, and of the voluntary and mandatory approaches, can be found in Section 2.2. The setting of requirements for the EuP Directive follows a procedure known as Comitology. This is shown by the reference made in Article 19 concerning the Committee procedure with reference to Council Decision 1999/468/EC which lays down the procedures for the exercise of implementing powers conferred on the Commission (European Council, 1999). Comitology is a decision making procedure which leads to the adoption of implementing measures. The EU adopts approximately 3000 IMs per year. There are four types of committee involved in the process: 1. Advisory; 2. Management; 3. Regulatory; and 4. Regulatory with scrutiny. To date, the EuP Directive has had some success. Already nine product Lots have implementing measures in place (shown in Table 3 below), which it is claimed will save approximately 341 TWh of electricity annually, by the year 2020 (European Commission, 13 Amanda Webb 6 Month Progress Report 2010c). Four product categories have voluntary agreements currently under consideration, including Lot 18: Complex Set Top Boxes, Lot 5: Machine tools, Medical imaging equipment and Lot 4: Imaging Equipment. Table 3 Summary of the EuP product Lots which have Implementing Measures in force Product Lot Implementing Measure for entry into force Lot 5: Televisions 12th August 2009 Lot 6: Standby and off-mode losses of EuPs 7th January 2009 Lot 7: Battery chargers and external power 27th April 2009 supplies Lot 8-9: Tertiary Lighting 13th April 2009 Lot 11: Electric motors 1-150 kW 12th August 2009 Lot 11: Circulators in buildings 12th August 2009 Lot 13: Domestic refrigerators and freezers 12th August 2009 Lot 18a: Simple set top boxes 25th February 2009 Lot 19: Domestic lighting (general lighting 13th April (amended 1st September 2009) equipment) However, the EuP Directive has not been free of criticism. The European Environmental Bureau (EEB) are concerned that the Directive is not taking an holistic approach (European Environmental Bureau, 2009). They also suggest that the consultants undertaking the Preparatory studies disregard issues concerning the end-of-life phase and harmful chemicals due to the existence of other legislation which covers these topics. Although this may be true to a certain extent, this is easier to say than do. It has also been shown that when consultants try to take a more holistic approach, industry perceives giving attention to issues such as WEEE as covering aspects of their products which are already subject to regulation and have been given sufficient consideration already. In addition (Siderius, 2007) describes the method for setting eco-design requirements as “fuzzy” and the criteria for evaluation of voluntary agreements as “ambiguous”. These statements are both true. However, the so called “fuzzy” method for setting eco-design requirements is necessary for a number of reasons. Firstly, as has been shown throughout this section, the breadth of product coverage by this single instrument is huge. Therefore, a step by step methodology is unlikely to fit numerous product groups. It is also the intention that subsequent IMs and VAs will be created for individual product groups. Within these a more structured methodology may be included which is specific to a certain product. Secondly, this also allows stakeholders to approach the eco-design problem without preconceived ideas of 14 Amanda Webb 6 Month Progress Report where efforts should be focused. This promotes more innovative thinking which is likely to be achieved at lower cost, rather than following a prescribed methodology. Regarding the ambiguous criteria for VAs, they are by nature ambiguous. Until they are being considered with respect to a specific product group, it is almost impossible to be more specific. It is also important to focus on the projected large energy savings for those Lots with IMs already in force. 2.1.1.1. Lot 3 Preparatory Study The consultants undertaking the Preparatory study for Lot 3 published the Draft Task 1-5 report in December 2009 (AEA, 2009). The main points pertaining to games consoles are summarised below: The variation in power consumption during active use amongst the current products on the market is primarily due to the amount or processing power provided by each product; Sales of consoles on the market today are expected to fall by 60% year on year; Assumed lifetime of a console is 5.5 years and the stock of games consoles is expected to peak at 87million units; Two scenarios suggested for 2014 – either a 50% or 100% move to thin client gaming; Current games consoles on the market are designed and developed over long periods of time with high end gaming machines typically launched to market with state of the art components offering high levels of computing power for the day; Game console usage expected to increase as game-play and other functionalities increase in sophistication; Daily usage of a typical console currently on the market consists of 30minutes active use, 1hour 25minutes idle, 10hours in standby and the remaining time switched off; It is suggested that using BAT, the active power demand of a HD console should not exceed 99W; The following are suggested as ways to improve the energy efficiency of consoles: o Improvements to the power management functionality of consoles could result in significant energy savings; o Introduction of additional components to reduce the need to run nongaming applications through the high specification components; o Include additional power management functionality; and o Maximise processor performance by scaling to reduce power consumption when performing functions which do not require maximum computing performance. 15 Amanda Webb 6 Month Progress Report Numerous issues regarding some of the key points within the study were noted by console producers. These include the following: o Move to thin client gaming – A thin client console is one which uses remote processing power provided by a server farm. It is suggested that the thin client will only draw the power required to perform the selected function, thereby reducing energy consumption. However, the study states that the active mode use hours of the servers to support thin client gaming is expected to be 24 hours. Therefore, the provision of this service needs to be assessed and compared to the energy consumption of current consoles to evaluate the potential savings that could be made. The suggested scenarios for thin client gaming uptake have been created using market data which shows that console sales are falling. This is based on market data for only the first 6 months of 2009 which missed the annual peak sales for the Christmas period and also the launch of the PlayStation®3 slim model. They are therefore likely to exaggerate the uptake of thin client consoles. A further significant doubt is that thin client gaming would require extremely fast, reliable broadband. In the UK, British Telecom has just released “BT Infinity” which will offer download speeds of up to 40 Mbps. This is due to be rolled out between June 2010 and March 2011 across the UK. The Government has also recently pledged “super-fast broadband” (speeds of 50 Mbps) under a Labour government (The Telegraph, 2010). The energy consumption of server farms, and the power needed to transmit information, would need to be calculated to ensure that energy savings would be achieved. (Koomey, 2007) reports the electricity cost of servers in the US in 2005 as $2.7 billion, which constitutes 1.2% of the total US electricity sales. This represents a large amount of energy which will increase significantly under the proposed scenarios for thin client gaming. A thin client console would also only offer gaming capabilities; therefore consumers would need to buy numerous other appliances to fulfil the current functionality offered by games consoles. Thin clients are not included in the study, despite being suggested as a possible replacement. o Average usage of consoles and switch off behaviour – This is explored in more detail in Section 5. The AEA study has taken information from numerous consumer surveys which are frequently based on what consumers say they do, rather than tracking actual behaviour. This may result in usage being underestimated and the switching off of console being overestimated. This is a phenomenon known as the “value-action gap”. Discussed by (Cheung and Leung, 2007) in relation to recycling rates among undergraduates, when comparing the figures for how much they purport to recycle and actual recycling rates there exists a large discrepancy. This is because people want to be seen to act in an environmentally responsible way. o Gaming PCs are not included in assessment – games consoles are not compared to Gaming PCs despite both products primary function being to deliver game playing capability. The reasoning behind this argument can be seen when you consider the idle power consumption of a high specification PC (which could be used for gaming) can reach up to 160 W, as shown in Figure 4. This is greater than the active power 16 Amanda Webb 6 Month Progress Report reported by the NRDC for the PlayStation®3 (NRDC, 2008). Considering that high specification PCs offer similar functionality to games consoles, the suggestion of limiting active power use to 99 W is shown to be disproportionately targeting consoles. Dedicated gaming PCs, which have an even higher specification, would consume even more power than those considered in Figure 4. Figure 4 Graph showing the idle power use in 8 high specification PCs (Department of Environment Heritage Water and the Arts, 2009) Those below the green line comply with ENERGYSTAR® requirements. 2.1.2. US ENERGYSTAR® One of the longest standing voluntary initiatives relating to the power consumption of electrical and electronic goods is the US ENERGYSTAR®. It is a programme intended to stimulate market transformation through the promotion of energy efficient products and practices, thereby protecting the environment by reducing energy consumption (EnergyStar®, 2010). Similar to the EuP, product groups are selected on the basis that the potential exists to make significant energy savings. ENERGYSTAR® is a joint programme of the US Environmental Protection Agency (EPA) and the US Department of Energy (DoE) which was introduced in 1992 (US EPA DoE, 2010). Originally established for energy efficient computers (US EPA DoE, 2003), the programme has grown significantly and now covers a large number of product categories including appliances, building products, computers and electronics, heating and cooling, lighting and 17 Amanda Webb 6 Month Progress Report fans and plumbing. These categories now cover over 60 product types with more being added all the time. The success of the program is difficult to assess and there is evidence both for and against the effectiveness of the ENERGYSTAR® program. As stated by (McWhinney, 2005), the ENERGYSTAR® label allows consumers to easily identify efficient products that save money and energy and, more importantly, stimulate demand for high-efficiency products. In 2008 however, the Inspector General found that the Greenhouse Gas reduction claims made by the program were inaccurate and based on faulty data (US EPA DoE, 2008). In addition, an article in Consumer (Consumer Reports, 2008) discusses the long lead time for designing new tests. Rapid changes in product design and functionality allows some products to be endorsed by the program despite consuming large amounts of energy. One example of this is refrigerators with ice-makers; the test methodology does not take into account this function and so it is switched off during testing. More recent criticism has come from the US Government Accountability Office (GAO) which submitted “bogus” products, all of which were approved on the basis of information which was not verified by the program. This has led to the GAO labelling the ENERGYSTAR® as “ a self-certification program vulnerable to fraud and abuse” (US GAO, 2010). As a result the US EPA has taken immediate action, regarding product verification, to “protect the label” (as stated by Kathleen Vokes during a webinar in March 2010). Despite this controversy estimates show that in 2007 annual carbon savings for consumer electronics, as a result of the ENERGYSTAR® program, were 2.6 million tonnes of carbon (MtC), with the total for all product categories reaching 22.4MtC (Sanchez et al., 2007). Although the program is voluntary the label itself does carry a trademark. Therefore, the use of the label on products which have not been approved through the program will be subject to legal action under trademark law. This is an important facet to the label which eliminates some of the common misgivings related to VAs (See Section 2.2 for further information). The most relevant development for this research is the publication of the ENERGYSTAR® draft of program requirements for Games Consoles, Version 5.1 (EnergyStar®, 2009b). This proposes limits for the energy consumption of games consoles in different operating modes and when performing different functions. There are three tiers of requirements which will be introduced in July 2010, July 2011 and July 2012 respectively, with each tier becoming more stringent. The requirements are summarised in Table 4 below. 18 Amanda Webb 6 Month Progress Report Table 4 Summary of the ENERGYSTAR® V5.1 requirements for games consoles Requirements Mode and/or function Tier 1 Effective July 1, 2010 Tier 2 Effective July 1, 2011 Sleep: Wireless AP/Router functions not engaged ≤ 2.0 W plus an additional 0.7 W for Wake On Lan (WOL) enabled devices ≤ 1.0 W plus an additional 0.7 W for Wake On Lan (WOL) enabled devices Sleep: Wireless AP/Router functions engaged ≤ 10.0 W Auto Power Down A console in any other state than A console in System Idle, Game Play Idle, Game Pause, Media Play Idle and Media Game play, Game Pause, Game Play Idle or Media Play must auto-power down within 1 hour of user inactivity. The console must be shipped with these settings enabled by default. Pause, or any state other than Game Play or Media Play must APD within 1 hour of inactivity. After an automatic wake event the console must power down immediately after performing required system maintenance and downloads or STB functions. The console must be shipped with these settings enabled by default. ≤ 5.0 W Tier 3 Effective July 1, 2012 ≤ 5.0 W Note the average sleep mode power shall not exceed this allowance while the console is set to act as a wireless access point System Idle When operating games published on or after the effective date of Tier 2 requirements, the console must automatically save a user’s place in a game. ≤ 45.0 W ≤ 25.0 W Note the average idle power shall not exceed this allowance STB Functions The device should come within 10% of 19 Amanda Webb 6 Month Progress Report the Tier 2 Version 2.0 Specification for STBs when not in game play and adhere to STB requirements for APD. Media Functions ≤ 35.0 W Note that the average active power shall not exceed this allowance At present, the final document is being prepared and is expected imminently. The draft received many comments from stakeholders outlining some issues and concerns. This included the following: o Although appreciated that consoles have been separated from PCs due to their different architecture, the failure to consider gaming PCs with consoles disproportionately targets consoles. It is suggested that consoles should not be subject to more stringent “idle” and “media playback” power caps than those for home PCs; and o Games consoles vary hugely both within and between generations, as can be seen by comparison of the Nintendo Wii and the PlayStation®3. Therefore, on the basis of their different functionality and power consumption, it is suggested that requirements for high definition consoles be considered in a separate standard. It is also proposed that any requirements agreed for the current generation will not be applicable to future generations. This is due to the development of next generation consoles representing a paradigm shift, rather than simply an updated model of the same console. It is hoped that these points will be addressed in the final version. An interesting new aspect to the most recent ENERGYSTAR® Program, Requirements for Computers Version 5.0 (EnergyStar®, 2009b), was the introduction of the Typical Energy Consumption (TEC) calculation. This takes into account the proportion of time that a computer is in different modes i.e. how many hours a day, and calculates the annual energy consumption. The calculation is shown below: TEC = (8760/1000) * (Poff * Toff + Psleep * Tsleep + Pidle * Tidle) Where Px = power values in Watts Tx = time values in % of year This provides a useful metric for estimating the average energy consumption of electrical appliances, based on average consumer use patterns and the average energy use in the different modes. 20 Amanda Webb 6 Month Progress Report Due to the complex nature of games consoles and the large range of functions they perform, the TEC calculation will have to be adapted to include this complexity. This will be informed by the console testing as discussed in Section 4.3. The EuP and ENERGYSTAR® programs are the most advanced in terms of tackling the issue of the energy consumption and efficiency of games consoles. The most interesting aspect to note is that the EuP will most likely implement mandatory requirements, whereas ENERGYSTAR® is a voluntary programme. Of greatest concern to SCEE, and other console manufacturers, is that once the ENERGYSTAR® voluntary requirements are agreed and published, these will be adopted by the EuP into mandatory requirements. This will have huge implications unless the concerns of console manufacturers, as outlined above, are taken into account. 2.1.3. Top Runner The “Top Runner” Program has been introduced in Japan in response to increasing energy demands and an energy supply structure which is characterised by “an intrinsic fragility” (Ministry of EconomyTrade and Industry, 2008). This is due to a lack of domestic energy resources and hence concerns over future energy security. The program addresses energy use in the commercial, private and transport sectors and was introduced in 1999 when the Energy Conservation Law was revised. The program targets products based on similar criteria to those set out in the EuP. This includes the following three criteria: o Products should be commonly used in Japan; o Products should require a sizeable supply of use-phase energy; and o Products should have a potential for energy efficiency improvements. Once a product has been selected, the most efficient model currently available on the market is identified. This is labelled the “Top Runner” and the energy efficiency of the product sets the standard to be achieved. Although a regulatory scheme, the program is described as having “relatively weak legal leverage” with the main threat being the “naming and shaming” of those who do not comply. Due to the strong role that brand image and corporate pride plays in the Japanese culture this has so far been enough to encourage compliance (Leonardo Energy, 2006). The policy is aimed at manufacturers and importers, and therefore focuses on the supply side, rather than the demand side, of product markets (Nordqvist, 2006). One of the greatest facets to the program is its flexibility. If all products achieve the standards before the deadline, then new targets will be set to take account of the improvements. The setting of these standards involves committees with representatives from universities, manufacturers, consumer organisations and trade unions. Compliance is calculated using a “fleet average” approach whereby manufacturers can continue to sell less efficient models as long as they are offset by increased sales of more efficient models. It is also important to highlight that specific consideration is given to 21 Amanda Webb 6 Month Progress Report performance of products in addition to their power consumption. This ensures that products are not simply compared using their power consumption, but also the function which is provided as a result of this power consumption. The issue of performance has been raised by producers of HD consoles. Comparisons of current generation consoles in active mode show that the Nintendo Wii uses much less energy. However, it has a lower graphical output. Therefore, a simple comparison of the power consumption would not be reasonable. Factors such as television screen size, for example, will be taken into account. Further consideration is given to games console and performance in Section 4.6. The product groups covered by the Top Runner program include: o Passenger vehicles; o Air conditioners; o Fluorescent lights; o Cathode ray tube televisions; o Copying machines; o Computers; o Magnetic disk units; o Freight vehicles; o Video cassette recorders; o Electric refrigerators and freezers; o Gas and oil space heaters; o Gas cooking appliances; o Gas and oil water heaters; o Electric toilet seats; o Vending machines; o Microwave ovens; and o Oil filled transformers. As stated by (Siderius, 2007) the Top Runner Program has a different approach to the EuP; it “aims at the best” whilst the EuP is focussed on “eliminating the worst” – an aim which has more negative connotations. 2.1.4. Korea - Energy Boy This is an initiative specifically directed at standby power consumption in Korea. It involves three main steps: 1. Mandatory reporting of standby power consumption for target products; 22 Amanda Webb 6 Month Progress Report 2. Mandatory indication of standby warning product label which is shown on products that do not meet the standby requirements (See Figure 5); and 3. The voluntary indication of the Energy Boy label for those products which meet the standby requirements (See Figure 5) (Ministry of Knowledge Economy and Korea Energy Management Corporation). The target products include: o Computers; o Monitors; o Multi-function devices; o Televisions; o Video Cassette Recorders; o Home audio products; o DVD players; o Set-top boxes; and o Modems. a) b) Figure 5 Labels used in the Korean “Energy Boy” scheme. a) indicates those products which achieve the standards and b) those which do not The specifications for the program requirements are given in the “e-Standby Program Application Regulation” as part of the Rational Energy Utilization Act. If a product is found to be non-compliant manufacturers face a fine of up to $5000 US Dollars per model. It is anticipated that the program will reduce power consumption in 2010 by 1,100 GWh/year, rising to 6,800 GWh/year in 2020. This falls in line with the IEA “1 Watt Plan”, discussed below in Section 2.1.6. Although not listed as a target product group, games consoles could fall under both multifunction devices and/or home audio products. 23 Amanda Webb 2.1.5. 6 Month Progress Report TCO An international, voluntary labelling program, TCO brings together many features of IT products relating both to the environmental and performance aspects of products (TCO Development, 2010). This is intended to ensure that environmental improvements do not result in a reduction of product performance. At present the label covers the following product groups: o Displays; o Desktops; o Notebooks; o All In One PCs; o Projectors; o Printers; o Headsets; and o Mobile Phones. All products that carry the label are independently tested by accredited laboratories and the program performs regular after-market checks and test rounds. There are seven requirement areas for the TCO label including: 1. Production – plants need a certified Environmental Management System (EMS) in place, i.e. ISO 14001; 2. Social Responsibility; 3. Hazardous Substances – excluded substances include Lead, Mercury, Hexavalent Chromium and Cadmium; 4. Flame Retardants – these requirements are beyond those detailed in the Restriction of Hazardous Substances Directive; 5. Climate - energy efficiency requirements in line with those for ENERGYSTAR®; 6. Recycling – e-waste is a growing problem. This encourages products to be designed for recycling at the End-of-Life; and 7. The useful life of a Product – required for products to have a 1 year guarantee and a 3 year guarantee for spare parts. This is a much more sustainability oriented program, by combining factors such as social responsibility and user satisfaction, rather than just environmental as many of the other labels are. Games consoles are not covered by this program although it does indicate additional criteria which could be used to assess the life cycle of a console, and ways in which these different impacts could be measured. 24 Amanda Webb 2.1.6. 6 Month Progress Report International Energy Agency (IEA) “1 - Watt Plan” The IEA launched its “1 Watt” Plan in 1999 in order to reduce standby power consumption in all appliances to 1 Watt. The aim was to harmonise energy policies relating to standby power, in addition to ensuring that the same definition and test standard were used. Standby was focussed on as it is estimated that 1% of global carbon dioxide emissions can be attributed to appliances consuming power in standby mode (International Energy Agency, 2007). 2.1.7. United States - Green Gaming Act In September 2009, a Bill was introduced which requires the Secretary of Energy to conduct a study of video game console energy efficiency. A hearing was held on the 11th March 2010 where it was stated by a representative from the American Council for an Energy Efficient Economy (ACEEE) that a PlayStation®3, whilst running, consumes as much energy as two refrigerators. Even the most energy efficient fridge freezer consumes 0.56 kWh per day, as opposed to 0.13 kWh for a PlayStation®3 which is assumed to be on for 45minutes per day. It was also stated by the Senator who introduced the bill, Robert Menendez, that “some consumers leave their games consoles on 24hours a day”. This is typical of assumptions made surrounding the use of games consoles. Research to address these assumptions is discussed in Section 6. 2.1.8. EU Energy Label The EU Energy label provides an easily understandable, graphical indication of appliance energy efficiency. The rating runs from A to G where A is the most efficient and G the least. Products currently carrying the energy label include cars, washing machines, refrigerators, dishwashers and light bulbs. The label enables consumers to compare appliances by their energy efficiency, thereby encouraging manufacturers to improve the efficiency of their products as this becomes an important factor in the purchasing decision of consumers. The label was created in response to European Council Directive 92/75/EEC (European Council, 1992) which called for the harmonisation of national measures on the publication of information on energy consumption. This has resulted in various Directives implementing the requirements for individual product groups and stating the information which must be included on the label. An example of the Energy label is shown in Figure 6. 25 Amanda Webb 6 Month Progress Report Figure 6 Example of the EU Energy Label 2.1.9. EU Eco-label The voluntary EU Eco-label scheme was introduced back in 1992 to encourage businesses to market environmentally sound products (Europa, 2010b). The product categories covered are diverse, but most importantly for this study electronic equipment are covered, specifically including personal computers and televisions with refrigerators, lighting and washing machines to be included in the near future. At present, there is no indication that games consoles will be covered by this label. Criteria are set for products on the basis of comprehensive studies of the life cycle of the product and the associated environmental impacts. Other Eco-labels in Europe include the Nordic Eco-Label and the Blue Angel programme in Germany. Most relevant in the Nordic Eco-label programme are the computer requirements, based on ENERGYSTAR®, and the audio visual equipment requirements. The environmental requirements include power consumption, energy efficiency, design and materials and user information (Nordic Ecolabelling, 2009). The Blue Angel scheme is the oldest labelling programme in Europe and today approximately 10,000 products over 80 product categories carry the label (The Blue Angel, 2010). The criteria stated for workstation computers, for example, are ergonomic design, optimised energy consumption and low pollutant emissions. All of these labelling programmes are voluntary. The above instruments have been summarised according to key characteristics in Table 5. Instruments that satisfy any of the listed criteria are indicated by a symbol. Those instruments that partially satisfy a characteristic are shown by (). For example, Top 26 Amanda Webb 6 Month Progress Report Runner does not have tiered requirements as such, but the requirements are updated as necessary, therefore simulating tiered requirements but on a more ad hoc basis. The table shows that there are numerous available instruments which tackle the issue of power consumption and energy efficiency of electrical appliances. This demonstrates that a mix of policy approaches is needed in order to generate an impact on the energy efficiency of appliances. At present, the coverage of games consoles is minimal but it is likely that, as a result of focus on this product group by the European Commission and the US EPA and DOE, this will increase. In addition, as these two initiatives continue to develop and are implemented, the requirements for these will be transferred across to the other programmes. This process highlights the importance for SCEE, and console manufacturers in general, to ensure that any requirements are based on a good understanding of the product group. It is also interesting to note that only the EuP and Top Runner instruments do not use any form of labelling. This shows that policy targets consumers, through education, in order to stimulate the demand for more efficient products. 27 Amanda Webb 6 Month Progress Report Table 5 Summary of the instruments in use for the promotion of energy efficient products Instrument Voluntary Mandatory EuP ENERGYSTAR® Label Top Runner Energy Boy EU Eco-label Regulation Games Consoles considered Tiered 2 requirements () EU Energy Label Standard TCO Nordic Eco-label Blue Angel 2 Tiered requirements are requirements which increased in their stringency at set intervals. For instance, Lot 6 requires standby power draw to be less than 1 W after 1 year and less than 0.5 W after 4 years. 28 Amanda Webb 6 Month Progress Report 2.2. Voluntary versus Mandatory As described in the above sections, various instruments exist to promote energy efficiency. One interesting aspect to consider is whether mandatory or voluntary measures are likely to be most effective in this area. This section explores the advantages and disadvantages of voluntary and mandatory measures, with specific consideration given to games consoles. As stated by the European Consumers’ Organisation (BEUC) and ANEC, the European voice in standardisation, the Eco-design Directive “gives priority to voluntary industry agreements if certain preconditions are met” (2009). These criteria can be found listed under Section 2.1.1. (Segerson and Miceli, 1998) identify two types of voluntary agreement: 1. “The Carrot approach” - those that induce participation by providing positive incentives such as cost sharing or other subsidies, e.g. ENERGYSTAR® program; and 2. “The Stick approach” – those that induce participation by threatening a harsher outcome, e.g. legislation, if a voluntary agreement cannot be reached. The EuP Directive is an example of this. Voluntary agreements tend to be more flexible in their nature and therefore longer term. For example developments in technology, which cannot be foreseen during the drafting of a measure, are more easily incorporated into VAs. In contrast, there are long lead times for changing the details of IMs. Although this is often a result of sometimes unnecessary bureaucracy, this is inevitable, especially when considering huge organisations such as the EU. Particularly with electrical equipment, technological advancements occur rapidly and it is highly likely that soon after an IM has been created, new technology might make it out of date. The “Top Runner” programme in Japan exhibits a similar flexibility to VAs whereby targets are updated if the requirements are met before the deadline. This also ensures that requirements remain appropriate and challenging. In addition, VAs often result in reduced costs to achieve compliance (Lyon, 2003). Rather than implementing specific requirements regarding the use of a certain component for example, organisations can achieve the requirements in the most cost effective way. This route is also often preferred by SMEs as the costs of complying with legislation can often put them at a competitive disadvantage to larger organisations. Mandatory requirements can also be shown to force development in certain directions which are not necessarily the most effective to pursue in the long term. One of the strongest arguments against voluntary measures is the inability to monitor compliance. A particular concern is that if no repercussions exist for non-compliance, organisations may gain competitive advantage if they continue with business as usual, over those organisations which make changes in order to comply. ANEC and BUEC have requested the Commission to replace VAs with mandatory minimum requirements. They state the low participation in VAs as one of the major issues (ANEC and BEUC, 2010). This means whilst some organisations may pay to reduce their environmental impacts, others could continue as normal and benefit from innovations in technology as a result of the VA. 29 Amanda Webb 6 Month Progress Report Wu and Babcock (1999) however, suggest that a combination of both voluntary and mandatory approaches is the best way to tackle non-compliance. The European Council for an Energy Efficient Economy (eceee) recently described the proposed VA for imaging equipment as “weak and totally unacceptable” (eceee, 2009). This was due to the predicted low market coverage, where an IM would have a much greater effect. The games console market is dominated by just three manufacturers; Nintendo, Microsoft and Sony. This relatively small number of producers and therefore product models currently on the market, compared to televisions for example, has high potential benefits when considering a VA. With fewer producers to consider, in theory agreement should be easier. However, this low number of industry stakeholders makes the impact of one manufacturer not engaging in the process much greater than if one television manufacturer were not to engage. This is particularly true when you consider the vast sums of money involved in the proprietary chip technology development. It is not possible for console producers to release information about these long term investments due to the potential negative effects it could have on their business. If these discussions were conducted under the premise of a VA, the risk would be too great for console producers to participate fully. 2.3. Section Conclusion This section shows that policy surrounding energy consumption and efficiency for electrical appliances is active and constantly changing. The plethora of standards and instruments demonstrate the acknowledgement that policy has the potential to stimulate huge reductions in the energy consumption of appliances in the home and office whilst maintaining the same level of service provision. These instruments do, however, also have the potential to stifle innovation and increase costs while having little or no environmental benefit. Although many of these instruments discussed do not directly impact the business activities of SCEE, it is important to understand how and why they were created and also to assess their effectiveness. One aspect which does, however, concern SCEE is the potential for standards from other regions or countries to be implemented in a country where they operate. This is especially important when voluntary standards may be translated into regulatory measures. It is also important to recognise the complexity of this area and the lack of a “one size fits all” answer; hence the large number of instruments available. In addition, it must also be accepted that whilst developments in this area will have great benefits in terms of environmental protection, it only forms a small part of a wider energy efficiency drive across all sectors and industries. It would also be true to say that improvements in the energy efficiency of appliances constitutes the “low hanging fruit” and fails to address increases in proliferation of electrical appliances in the home; something which is a much more complex area to tackle. 30 Amanda Webb 6 Month Progress Report This section provides the background to policy covering electronic appliances and energy consumption and efficiency. This will inform any recommendations made, as the result of research discussed within the report, are both feasible and likely to be in line with current policy developments. 31 Amanda Webb 6 Month Progress Report 3. STAKEHOLDERS When considering instruments to improve energy efficiency it is important that they do not have any unintended detrimental effects. For instance, if introducing a technology which increased the unit price significantly, this would affect consumers’ ability to purchase the item which in turn would reduce the profitability for the producer. It could even lead to the elimination of the product from the market. In addition, a rebound effect could be experienced whereby a consumer would purchase two items to replace the one they cannot afford. A consumer might buy a DVD player and a PC for example to replace their console. This would increase environmental impacts; the potential standby power consumption would double and the energy used during the production phase would also be much greater. It is therefore important to identify groups and organisations which have a vested interest in a particular product, or feature of a product, to ensure that those interests are taken into account when developing policies. The main aim of instruments surrounding product energy consumption and efficiency is to reduce the use phase energy consumption. Stakeholder engagement allows information and knowledge about a product to be shared so that understanding of the environmental issues and technology is improved. It is therefore central to creating and implementing measures which are effective, fair and based on consensus. This section discusses the methodology used to identify stakeholders regarding games consoles standard development. This is followed by a discussion of those stakeholders already identified, their interests and how best to engage with them to ensure that reasonable standards are implemented which will lead to the greatest benefit. A stakeholder can be defined as a person, group, organisation or system that affects, or can be affected by organisations’ actions. (Bourne and Walker, 2006) offer the following process for managing stakeholders: Identifying appropriate stakeholders; Specifying the nature of the stakeholders interest; Measuring the stakeholders interest; Predicting what the stakeholders future behaviour will be to satisfy him/her or his/her stake; and Evaluating the impact of the stakeholder behaviour on the project teams latitude in managing the project. The stakeholder groups identified in this research are shown in Figure 7 below. The stakeholder analysis is being conducted in collaboration with Interel, a Public relations consultant working with SCEE regarding the EuP Directive for Lot 3. At present the stakeholders are being “mapped” which covers the first three bullet points above. This information will help to inform when SCEE should engage with which stakeholders and 32 Amanda Webb 6 Month Progress Report also indicate the nature of information that will be required. Although currently focussed around those stakeholders specifically involved in the EuP process, the groups are likely to be applicable for any energy consumption and efficiency related policy discussions. It is important to highlight that conducting a stakeholder analysis is not the only method that can be used to determine and influence policy. Other actions include campaigning and lobbying, which will not be covered in this report. Producers/ Manufacturers Member States Industry/ Trade organisations Supply chain members Media STAKEHOLDERS Consumers Government Agencies Non-Governmental Organisations (NGOs) Consumer organisations Figure 7 Diagram showing the different stakeholders involved in energy efficiency policy 3.1. NGOs NGOs can have a lot of influence when it comes to environmental issues and the creation of instruments to regulate certain activities. They often influence the general public with campaigns in order to gain their support and encourage them to put pressure on the relevant organisations. Some specific NGOs germane to consoles are described below. 3.1.1. NRDC The NRDC is a US based NGO which has been very active in the energy efficiency arena, particularly regarding games consoles. “Lowering the cost of Play” (2008) was published by the NRDC in combination with ECOS (discussed below). This document calculated the energy use of consoles in the US as equivalent to the annual electricity use of San Diego, which is approximately 16 giga kilowatt hours. It suggests that this figure could be reduced by 11 giga kilowatt hours if “more user-friendly power management features were 33 Amanda Webb 6 Month Progress Report introduced”. This was the first document which focused solely on games consoles and as a result has been widely quoted. One common misconception which was drawn from the data was that the Nintendo Wii was much more efficient than both the Xbox 360 and the PlayStation®3. However, the Wii simply uses less power and achieves a lower resolution graphical output. The NRDC do however make several practical recommendations for improvements in energy efficiency, including encouraging consumers to switch their consoles off, shipping consoles with auto power down settings enabled and introducing chips which can scale their processing according to the function being performed. These are discussed in more detail in Section 4.7. 3.1.2. European Environmental Citizens Organisation for Standardisation (ECOS) ECOS is a “consortium of environmental NGOs created to enhance the voice of environmental protection in the standardisation process” (ECOS, 2010b). They are the leading NGO on the EU’s eco-design policy discussions and have been present at the stakeholder meetings for Lot 3. ECOS is also spearheading a campaign known as “coolproducts for a cool planet” in collaboration with EEB (discussed below), Friends of the Earth and Inforse-Europe. The coolproducts website aims to “inform people, in an engaging and non-technical way” about what is going on behind the scenes regarding EuP (ECOS, 2010a). The website demonstrates strong support for the EuP process and discusses strong industry lobbies which are slowing down the process. The introduction of ENERGYSTAR® requirements for some product groups is also endorsed. 3.1.3. Greenpeace A well know environmental NGO, Greenpeace publish the “Guide to Greener Electronics” which reports the environmental performance of the major PC, TV, mobile phone and games console companies every quarter. This is based on factors including the use of recycled plastic content, carbon foot-print disclosure and, most relevantly, the energy efficiency of new models (Greenpeace, 2009). The most recent of these, published in December 2009, gave Sony a ranking of 5.1 out of 10 which is better than both Nintendo and Microsoft. In addition, Greenpeace started a campaign entitled “clash of the consoles” which aimed to encourage console manufacturers to eliminate hazardous substances and to take back and recycle their products once obsolete (Greenpeace, 2010). Although neither of these campaigns focus directly on consoles and their energy use, it is clear that Greenpeace are an active NGO which could have great influence in this area. 3.1.4. European Environmental Bureau (EEB) Another very active NGO regarding EuP, EEB represent over 140 Environmental citizens’ organisations based in EU Member States, they have also been present at the Lot 3 stakeholder meetings. They have recently published an analysis of the EuP, RoHS and WEEE Directives (European Environmental Bureau, 2009). This document is critical of the EuP Directive and the way it is being implemented. It is stated that “there seems to be a steady 34 Amanda Webb 6 Month Progress Report downgrading from considering a total and integrated life cycle towards only setting minimum energy efficiency standards”. They conclude that this is unlikely to help stimulate a paradigm shift towards sustainability. 3.1.5. European Council for an Energy Efficient Economy (eceee) The eceee has a dedicated website for EuP implementing measures, through which it provides information on energy efficiency in Europe (eceee, 2013). In addition, eceee have also been very vocal regarding proposed VAs for STBs and imaging equipment (eceee, 2009). Although it is understood that a voluntary approach has its benefits, eceee state that the proposed VA for imaging equipment as “totally unacceptable” due to expected low market coverage. However, regarding the STB VA, they are cautiously supportive. Eceee actively participates in the EuP process and promotes the exchange of information around energy efficiency in Europe. An example of this is the annual summer study networking event. This subsection demonstrates that there are numerous active NGOs in this area. In addition their activities often overlap, as shown by the coolproducts initiative. It is interesting to note that not all of them are unreservedly in support of the EuP Directive and many openly criticise the processes and approaches. This fulfils expectations of NGOs as bodies which help to keep the arguments balanced so that no individual is disadvantaged, but also to ensure that environmental benefits are achieved. 3.2. Consumer Organisations 3.2.1. BEUC BEUC has 43 independent national consumer organisations from 31 European countries, their main task being to defend the interests of European consumers (BEUC, 2010b). They have eight priorities, one of which is Energy and Sustainability. They believe that consumers will benefit if more products are covered by EU sustainability related legislation as this will enable them to make sustainable choices more easily (BEUC, 2010a). 3.2.2. ANEC Represent European consumers in the creation of technical standards. They believe the use of standards can play a part in promoting environmental protection (ANEC, 2010). These two organisations often work together regarding the EuP Directive. To date they have published a document questioning the use of VAs in the eco-design process. They have called on the Commission to “replace VAs with mandatory minimum requirements” (ANEC and BEUC, 2010). 3.3. Member States 3.3.1. UK The Department for Environment, Food and Rural Affairs (DEFRA) Market Transformation Programme (MTP) has published two documents specifically relating to games consoles. The “Government Standards Evidence Base 2009: Reference Scenario” and “Key Inputs” 35 Amanda Webb 6 Month Progress Report (Market Transformation Programme, 2009a, Market Transformation Programme, 2009b). These documents state the following points of interest – o It is predicted that the stock of consoles in the UK will continue to increase; o Subsequent generations of consoles are graphically and computationally more powerful than the previous which has led to the increase in power consumption; o It is anticipated that the next generation will be launched in 2013; o It is estimated that daily active usage is 0.4hrs per day, due to the large number of rarely used consoles, although this is estimated with low confidence. It is also predicted that active use time will increase in the future; o Indicate the likelihood of future generations of consoles incorporating features which will enable power consumption to be scaled with processing demands; and o Power savings from ongoing silicon development are likely to be offset by additional features with active power expected to be around 150 W in 2030. 3.3.2. Denmark The Danish Ministry of the Environment have published an evaluation of the EuP Directive (Danish Ministry of the Environment, 2009). The document assesses the impact to date of the EuP Directive in order to assist in prioritising the “focus, efforts and instruments to be applied” for implementation in Denmark. It does not cover Lot 3. In addition, the Danish Electricity Saving Trust have a webpage entitled “Good advice on buying game consoles” (Danish Electricity Saving Trust, 2010). This gives a list of consoles and their power use in different modes in order to help consumers assess the impact owning a console will have on their energy bills. 3.3.3. Belgium The Belgian government have not published anything specifically related to consoles and the EuP. However, it was recently suggested by Michel Degaillier that consoles should be included in the Lot 3 for PCs. This highlights continued discussion on whether to consider a games console as a PC for the purposes of the EuP, or whether it is more suitable to consider it as a separate product group. Although at present only three Member States have been identified as active, as the Preparatory study concludes and consultation begins Member State will become increasingly visible. Any developments regarding Member State engagement will be reported at the 12 month stage. 3.4. Producers/Manufacturers Clearly some of the most important stakeholders involved in this area are the manufacturers of the products themselves. As previously discussed, there are three main console producers at present; Sony, Nintendo and Microsoft. It is essential that they are involved in the process as no other party has sufficient product knowledge to enable realistic discussion to take place regarding improvements in energy efficiency. It is also 36 Amanda Webb 6 Month Progress Report important, under the premise of sustainable development, that policy should not damage the economic performance of these stakeholders disproportionately. The stakeholder analysis is an ongoing activity as some stakeholders will only become involved later on in the process, particularly when either a VA or IM is being drawn up. Therefore, the stakeholder analysis will be revisited in the 12 month progress report. 37 Amanda Webb 6 Month Progress Report 4. CONSOLES AND ENERGY CONSUMPTION As shown in Section 2, the energy consumption of electrical appliances is increasingly being targeted by policy surrounding the environment and its protection. This section discusses how the energy consumption and efficiency of consoles can be measured, the definition of modes to be tested and where effort is currently being focused in order to reduce energy consumption and increase efficiency. 4.1. History of Consoles Games consoles have developed extremely rapidly since the first home video game console was released in 1972. Current consoles on the market form the seventh generation which has seen the introduction of features such as Blu-ray disc playback, Bluetooth peripherals and internet connectivity (Wikipedia, 2010). As a result of this increased functionality the power consumption of games consoles has increased. The NRDC (2008) reported data which shows the increase in power consumption of consoles in “off”, “idle” and “active” modes. A good illustration of the increase in the power consumption is the Sony PlayStation® which consumed 8 W in active mode, compared with 150 W for the original PlayStation®3 model. It is important to note here that although the high definition consoles in the seventh generation do consume significantly more energy than previous generations, during the lifetime of the products subsequent versions are released and power consumption is reduced voluntarily. This is due to ongoing technological developments, particularly surrounding the processor chips. Since the launch of the PlayStation®3 the power consumption of the console has been reduced by over 50%, as shown in Figure 8. This is the product of advances in integrated circuit technology, the cost of computing power and the energy required to deliver that computing power decreases over time. This is related to Moore’s Law which was proposed by Gordon Moore (Moore, 1965). He described the trend of the doubling number of components in integrated circuits every year since their invention in 1958. Processing speed and memory capacity are capabilities both linked to Moore’s Law. In terms of reducing the power use in consoles, this is related to the reduction in size of both CPU and GPU chips. This means that the same performance can be achieved on a smaller chip. This reduces the distance the electrons have to travel which leads to faster computations and energy saving. This is an area which has been focussed on for mobile products in order to increase battery life and AEA report that 32nm processors are expected to be widely available in 2010 for PCs (AEA, 2009). It has also been stated that consumers increasingly want one mobile device which provides multiple functions (Mayo and Ranganathan, 2003). In order to achieve this, it is suggested that systems should be designed to include requirements aware scale-down techniques. AEA state that this has already been achieved in laptops and could be employed in games consoles. In addition, the increased energy consumption between generations is a result of increased performance (as discussed in Section 4.6), something which distinguishes the Nintendo Wii from the Xbox 360 and the PlayStation®3. Both of these points are acknowledged in the 38 Amanda Webb 6 Month Progress Report Market Transformation Programme (MTP) Briefing Note on Games Consoles (Market Transformation Programme, 2009b) as discussed in Section 3.3.1. 100% Power consumption in active use 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Launch Revision 1 Revision 2 Revision 3 Revision 4 Model version PlayStation3 Xbox 360 Figure 8 Graph showing the voluntary reductions made in energy consumption of consoles by both Microsoft and Sony 4.2. Market Share Gaming is a major industry in Europe which employs thousands of people and is worth around €13 billion (Interactive Software Federation of Europe, 2008). Since the launch of the first 32bit consoles in the 1990s, over 444million consoles have been sold worldwide. Sales are expected to continue to increase as gamers from the earlier generations move to create a new demographic of console user (Market Transformation Programme, 2009a) At present, the PlayStation®3 has approximately a 38% share of the European console market. This is based on sales data (VGChartz, 2011) for the period 4th January 2009 – 2nd January 2010 for the Nintendo Wii, PlayStation®3, PlayStation®2 and Xbox 360. The data are shown below in Table 6. Table 6 Sales data for consoles sales during the period 4th January 2009 – 2nd January 2010 Console UK France Germany Spain Italy Scandinavia Wii 1,760,823 1,211,728 1,128,260 687,002 829,255 312,703 PS3 982,210 875,472 775,225 428,744 528,223 262,935 X360 1,193,401 579,134 465,376 180,495 357,046 239,714 PS2 134,371 69,430 90,424 84,396 188,568 79,188 Other Europe 927,348 520,428 331,212 401,235 Total 6,857,119 4,373,237 3,346,378 1,047,612 39 Amanda Webb 6 Month Progress Report 4.3. Console Testing Although there are limited data available for the power consumption of consoles, as shown in Table 7, there is no accepted methodology for testing. At present methodologies for other products which share one or more functions of a console, have been adapted for use with consoles. This is discussed in more depth in Section 4.5. Although it is common for consoles to be compared to other electronic devices regarding energy consumption, which may seem reasonable as they perform one or more of the same functions, their architecture is completely different. One example of this is the attention paid to the energy consumed by a console when playing a DVD or BD (NRDC, 2008). This gives a false indication of appliances energy efficiency as it is simply considering the energy consumed. Table 7 Summary of the available data on power consumption of consoles in active mode Console power consumption (W) Study PlayStation®3 Xbox 360 Wii PlayStation®2 150.1 118.8 16.4 24.2 - 173 - 18 NRDC (2008) TIAX (2007) It is essential that research is conducted in order to develop standard methodologies which will enable consoles to be easily compared generally, and with respect to specific modes. Furthermore, it will also increase the reliability of data published regarding the power consumption of these devices which will help to focus efforts when considering further improvements in energy efficiency. Therefore, a proposal for console testing has been created. A central objective of this is to identify and define appropriate use modes. Current mode definitions are discussed below in Section 4.4. Another intention is to create a robust performance indicator. This will improve comparability and enable energy efficiency to be discussed in a more meaningful way. Currently, performance is not considered and so rather than comparing efficiency of consoles, power consumption is compared. This therefore distorts the discussion particularly when comparing standard and high definition consoles. Another objective is to collect power consumption data for consoles in the different modes identified. The proposal, shown in Appendix 10.1, outlines an extensive testing scheme which will cover both current and past generations of consoles. At present, this has been adapted to focus solely on testing the PlayStation®3 to inform the future testing. It is anticipated that this more extensive research will be conducted during the next 6 months. 4.4. Mode Definition One major issue in this area is the lack of agreement regarding the modes available on games consoles and the definition of these. The NRDC (2008) highlight the lack of an 40 Amanda Webb 6 Month Progress Report industry consensus on how to define operating modes. This subsection discusses the modes currently applied to consoles. This will be used to inform the preliminary console testing and also form a basis for recommendations after testing is complete. The accurate definition of the available modes is essential to ensure that comparisons between consoles will enable reliable conclusions to be drawn. Off mode – as defined by the IEC (International Electrotechnical Commission, 2010) is a “state during which the equipment is connected to its power source but is not providing any function except an indication of status or to ensure electromagnetic compatibility”. Active mode – As outlined in the ENERGYSTAR® draft requirements for games consoles (EnergyStar®, 2009b) active mode includes the performance of all functions available. Within active mode, ENERGYSTAR® identifies the following sub-modes: Idle – o System Idle – the console is on but no media is loaded. This would be the XMB for PlayStation®3. This has also been termed the “dashboard” mode by (TIAX, 2007). o Game Play Idle – a game disc is loaded and game play has started. Subsequently there is no further user input to the console – for example, the user has gone to eat but left the console during game-play and has not paused it. o Media Play Idle – a DVD, BD or CD is loaded but is not started playing. An example of this would be the home menu screen for a DVD. Pause – a function has been started and then paused by the user. The NRDC (2008) define idle, which incorporates pause. This is defined as “the device is on, a disc is loaded in the console, but the user is not touching the controller”. The NRDC also define separate “active”, “idle” and “standby/off” modes for media playback which are almost identical to those for gaming. They do not however define any modes for other console functions. To further confuse the matter, TIAX (2007) define “idle” as “pause”. Standby mode - can be defined as “state of the equipment during which it is connected to its power source and offers no primary function but fulfils a secondary use-oriented function or protective function” (International Electrotechnical Commission, 2010). For the PlayStation®3 this is when the console is off but can be reactivated by a controller or the on switch. This is similar to the definition given in the EuP Lot 6 requirements. A recent development, from a meeting of the console “high definition platform”, has been the definition of “interactive” and “passive” modes. Interactive modes are those that require user input e.g. game play whilst passive modes are those which do not require user input e.g. movie playback. This broader definition gives more flexibility as it can be applied to all of the available functions on consoles and would still apply to next generation consoles even if they offer further functionality. Idle mode remains, but is defined as the mode entered 1 minute after active and interactive use of the console has stopped. 41 Amanda Webb 6 Month Progress Report With regards mode definition, and whether mode definitions for each function are necessary, until preliminary testing has been conducted on the energy consumption of consoles this will not be known. If the energy consumption varies significantly between modes and functions then separate definitions will be needed. However, it may be that the energy consumption of a console in “pause” for example is the same for all functions. This will be discussed in the 12 month report when it is anticipated that the console testing will be completed. 4.5. Test Procedure and Standards Mahlia et al. (2002) label an energy test procedure as “the foundation of energy efficiency standards, labels and other related programs”. TA good test procedure ensures that any improvements in equipment efficiency are reported accurately and no false claims are made. The accepted definition of a test as used by ISO and IEC is “a technical operation that consists of the determination of one or more characteristics of a given product, process or service according to a specified procedure” (ISO/IEC, 2004). As stated by (Collaborative Labeling and Appliance Standards Program, 2005) there are many possible sources of error when measuring the energy performance of equipment. This includes the following: o Inaccuracy in the equipment used to measure the test results; o Variability in the accuracy of the equipment used to measure the test results; o Variability in the environmental conditions maintained during the test; o Variability in the procedure followed when conducting the test; o Variability among individual products within a product class; o Deterioration of a products energy performance as the product ages; and o Inexperience of technicians performing the tests. This highlights the need for a standardised test procedure to minimise the impact of these sources of error. A testing standard specific to games consoles is not available. Therefore, current available data which has been collected for the energy consumption of games consoles has not used a standard methodology. This means that any conclusions drawn from this data must take into account the limitations of the methods used, particularly if they have been adapted from procedures for other products. At present, ENERGYSTAR® is the only program to recommend a methodology as outlined in Appendix A of the game console requirements document (EnergyStar®, 2009b). In addition to the ENERGYSTAR® guidance, there are many other international standards which are used for specific product characteristics. For instance, the British Standards Institute (BSI) have a standard for the measurement of standby power in household appliances (British Standards Institution, 2005). This could be used to measure the standby power consumption of a console. In addition, the standard for the measurement for the 42 Amanda Webb 6 Month Progress Report power consumption of audio, video and related equipment outlines methodologies for measuring numerous pieces of equipment which share some of the functions performed by games consoles (IEC, 2008). The applicability of these standards will be assessed when conducting the preliminary testing and recommendations will be made for a console specific test procedure methodology. 4.6. Performance Indicator As stated by (Harrington, 2001) “performance is critical as the energy service and the energy consumption combine to provide a measure of the energy efficiency of the product. This section discusses possible performance indicators that could be applied to games consoles. In the proposal for console testing, the performance indicator outlined will combine the energy consumption of the console and its output in pixels. This measure of performance will eliminate any error that might arise as a result of some consoles now having High Definition (HD) output and others Standard Definition (SD). Although the power use of the display is not included in the calculation for efficiency, the console will have to use more processing power to achieve a higher resolution image, thereby consuming more energy. A performance indicator, developed for a paper concerning a similar study for computers ((Koomey et al., 2009), is computations per kWh. Figure 9 shows the relationship between the efficiency in computations per kWh and how this efficiency has developed over time. It is hoped that a similar graph will be produced as a result of the extensive console testing proposal. This indicator would capture the power of the processors used in current generation consoles, which is the main cause of the increases seen in power use of consoles over time. Another available measure of a computers performance is FLOPS – FLoating point OPerations per Second. This is the measure used by the Folding@Home distributed computing project which uses processing power from PCs and consoles all over the world to calculate complex protein structures (Folding@home distributed computing, 2010). Weighted TeraFLOPS (where a TeraFLOP is 1012 FLOPS) have also been used to calculate the Adjusted Peak Performance (APP) of computing systems. This takes into account the clock frequency of every processor, the number of FLOP every processor can perform per clock cycle and weights the value according to the type of processor (vector or non-vector). There are two limitations to the use of FLOPS for measuring performance of consoles. The first is that FLOPS are not consistent between platforms; however they can be normalised using a reference processor. Secondly, the calculation of weighted TeraFLOPS for APP can only include those FLOPS above 64 bits. This would therefore not be an applicable measure for the performance of the earliest generations of consoles. A key component of GPUs and CPUs are transistors. On these silicon computing chips, the number of transistors reflects the relative amount of processing power the chip has. Therefore, the number of chips could be used to assess the potential processing power 43 Amanda Webb 6 Month Progress Report available which, when combined with energy consumption, would give a measure of performance. All of the above performance indicators would enable the energy efficiency of a console to be measured in a meaningful way. However, with regards weighted TeraFLOPS, the number of transistors and computations per kWh these all use the maximum available processing power. It is unlikely that any device would be operating at this level constantly. Therefore, this would indicate a lower efficiency than would be happening most of the time. However, as long as these measurements were made consistently then they could prove to be a relatively good indicator. The use of pixels is a more accurate measurement as the output will be constant and the processing power required will be reflected in the energy consumption measurement. 44 Amanda Webb 6 Month Progress Report Figure 9 Graph demonstrating the relationship between computations per KWh from 1940 to present 4.7. Current Focus for Energy Efficiency Improvements Two areas have been highlighted by both AEA and NRDC in terms of their potential for energy efficiency improvements. These are: 1. Scalable chips - Scalable chips are chips which allow the processing power to be altered, depending on the function being performed. This idea of scalability is introduced in the AEA Lot 3 study as a BAT (p.108). This argument stems from data regarding energy consumption during media playback, i.e. playing a DVD or BD (NRDC, 2008). A console uses significantly more energy than a BD player when 45 Amanda Webb 6 Month Progress Report performing this function; NRDC (2008) report the PlayStation®3 as using 5 times the amount of power as a stand-alone Sony Blu-ray player. It is argued that using scalable chips would significantly reduce energy consumption for those functions which do not require the full processing power available. (Barroso and Holzle, 2007) describe the increase in performance and therefore energy usage of computers and suggest the development of machines “that consume energy in proportion to the amount of work performed” as a way to minimise this impact. 2. Auto Power Down functionality - APD has been focussed on by the NGO community and it is also discussed in the AEA Lot 3 study. The NRDC report (NRDC, 2008) devotes a chapter to power management in response to testing which suggests that inadequate functionality exists on current consoles. Box 1 describes the power management settings available on the PlayStation®3 at present. Two main areas for improvements have been focussed on: Shipping as disabled – it is now the case that all consoles offer power management functionality, but the product is shipped with these functions disabled. This means that the consumer has to find the menu option and enable the setting. This relates to the following point - Difficulty of finding for users – it is not a setting which users would happen upon or be prompted to select their preferred settings. Therefore it is often the case that users never see the options available and enable the console to power down. It can also be questioned as to whether the language used in the power down descriptions is accessible to users. Ambiguous phrases such as “special circumstances”, as used on the PlayStation®3, may lead many gamers to be inclined to leave the option disabled rather than run the risk of their console shutting down and losing their place in a game. Manufacturers have therefore been called upon, by the bodies developing requirements for games consoles, to investigate the possible alternatives to the current situation regarding both of these potential areas for improvement. A new “High Definition Platform” has been created between Microsoft and SCEE which will be coordinated by Interel, a public affairs consultant. The aim of this platform is to coordinate industry efforts surrounding the energy efficiency of games consoles. The first meeting of the platform took place in March 2010 where the APD definitions were discussed. This led to the definition of “interactive” and “passive” modes. These definitions distinguish those modes which require user input and those which do not. Further progress made by the industry platform will be reported within the 12 month report. 46 Amanda Webb 6 Month Progress Report Box 1 Description of Auto Power Down functionality on PlayStation®3 Within the XMB Settings menu is a sub menu titled “Power Save Settings”. This allows users to edit the settings for both the controllers and the system itself. Presently, all power save settings are shipped as default as “off”. The options available for the system allow the user to enable or disable the automatic turn off feature. The length of time after which the console will switch off can be selected from 1, 2, 3 and 5 hours. There is also a check box which the consumer can select which will cause the console to power down even under “special conditions”. Special conditions constitute playing a DVD, for example, where no user input is expected and the console would appear not to be in use. Therefore, it is not necessary to power down as it is still in use and it would also cause annoyance to the user. If the check box is ticked then the console will power down, regardless of what function is being performed, after the time period selected by the user. The option for controllers enables the user to select whether they want their controllers to switch off automatically after 10 minutes of inactivity. 47 Amanda Webb 6 Month Progress Report 5. ENVIRONMENTAL ASSESSMENT OF PRODUCTS The assessment of the environmental impact of products and services has seen rapid development, with numerous methodologies now available. Based on an holistic, life cycle approach, the intent is to make sure that environmental burdens, such as waste and pollution, are not being shifted up or down the supply chain of a product or service. It can also help to identify so called “hot-spots”- the most polluting stages of a product life cycle. This enables efforts to be focussed on the areas where improvements in environmental performance are more likely to be achieved at lowest cost (Huang et al., 2009). It also allows products and services to be compared using their environmental impact as a metric. This section discusses two areas of interest for SCEE in this field. 5.1. Life Cycle Assessment (LCA) of Games Consoles LCA is a methodology which attempts to capture the environmental impacts of a product “from primary raw materials right through to ultimate waste disposal” (Clift, 1993). It has been created in response to the consensus that the ever-increasing demand for products is putting pressure on the environment (ISO, 2010). There are two international standards which outline the applications, methodology and limitations of LCA (ISO 14040) and also requirements and guidelines for interpretation (ISO 14044). Before conducting an LCA it is essential to define the goal and scope of the study, in addition to setting the system boundaries. The environmental impacts to be considered are also chosen. The only LCA study completed for games consoles to date is that which forms part of the AEA Lot 3 preparatory study (AEA, 2009). This uses the Methodology study for Eco-design of EuP (MEEuP) document which outlines the process for assessing the environmental impact (VHK, 2005). This methodology lists the following categories for the assessment of environmental impact – 1. Energy; 2. Water; 3. Waste; 4. Global Warming Potential (GWP); 5. Ozone Depletion Potential; 6. Acidification; 7. Volatile Organic Compounds (VOCs); 8. Persistent Organic Pollutants; 9. Heavy Metals to Air; 10. Particulate Matter; 11. Water Emissions; and 12. Other – including Hazardous Substances, Land-Use and Product Specific Emissions. 48 Amanda Webb 6 Month Progress Report For games consoles the assessment shows that the life cycle stages with the highest impact are materials production and the use phase. It has been suggested by the EEB (European Environmental Bureau, 2009) that the MEEuP methodology may overestimate the importance of energy consumption in the use phase; “ A key study notes that the life cycle energy use of a computer is dominated by the production phase (83%) as opposed to the use phase (13%). In comparison, the application of the EcoReport tool found that 73-90% of the total life cycle energy use of computers and monitors is found in the use phase”. This is relevant for games consoles, as the energy and materials required to manufacture the chips for the GPU, similar to those found in PC CPUs, is likely to have a large impact on the total life cycle impact. One common difficulty with performing an LCA is where to draw the system boundaries. This is particularly true when considering the complexity of the electronics sector, in terms of both its supply chain and the continuous, rapid technological development which it experiences. However, the introduction of automation into commercial LCA tools has allowed users with only rudimentary knowledge of LCA to create an LCA model through answering questions regarding a specific manufacturing process (Laurin et al., 2006). This also has pre-defined system boundaries and cut-off criteria making the results comparable. 5.2. Product Carbon Foot-printing (PCF) The idea of PCF is becoming both a more prevalent and popular way of quantifying the environmental impact of products, based on a life cycle approach. This interest has arisen from the increasing awareness of the impact carbon dioxide is having on the global climate. In line with the increasing interest in this area, the Green Management 2015 document for Sony Group has the explicit aim of achieving “zero environmental foot-print” by 2050. Most interestingly, one target to be achieved is a reduction in the total CO2 emissions that occur during product use. For 2008 the carbon emissions associated with product use for gaming products was 813,700 tonnes (SONY, 2010c). This target is in line with other initiatives such as the EuP Directive (described in Section 2.1.1). Carbon foot-printing has also been moving up the policy agenda with recent developments such as the publication of Publicly Available Specification (PAS) 2050 (British Standards Institution, 2008) which details a standard methodology for assessing the life cycle greenhouse gas emissions of products and services. PAS 2050 has also formed the basis for the development of an international carbon foot-printing standard, ISO 14067, which is currently being drafted. Of particular interest to SCEE is an environmental labelling law which has been approved by the French Senate. As part of the “national commitment to the environment”, this bill will make environmental labels mandatory on all consumer products sold in France beginning 2011 (USDA Foreign Agricultural Service, 2009).This is indicative of the growing focus on this policy area. In addition, as discussed during a Webinar regarding Green ICT, it was stated that the EU have been mandated to examine carbon foot-printing and in August 2009 they released a 49 Amanda Webb 6 Month Progress Report tender for a study (Pollet, 2010). It was also stated that if two or more Member States develop a methodology for carbon foot-printing then the Commission must harmonise these. Although carbon foot-printing is a current focus for policy regarding environmental impacts of products, it has not been without criticism. One well known example of this was the reporting of carbon emissions on packets of crisps in grams which included a decimal place. It is well accepted that due to both the assumptions made within a LCA study and its inherent limitations, this level of accuracy would not be possible. At present this area is being looked into as part of an MSc project for SCEE. This study will compare the carbon foot-print of game delivery via disc versus downloads. The results of this study will help to identify where data and knowledge gaps exist within SCEE. This study will also be built on as part of the continuing EngD research. 50 Amanda Webb 6 Month Progress Report 6. CONSUMER RESEARCH Despite various sources of information existing relating to consumers and their use of consoles, as discussed below in Section 6.1, there are still gaps in the knowledge. One of the most contentious issues is what functions consumers use on their consoles and how often. For instance, a recent article described the increase in games console use for BBC iPlayer viewing (Clover, 2010). This reported that 1 in 8 iPlayer views came from consoles in December 2009. This highlights the increasing use of consoles for functions other than gaming. The information regarding the use of consoles is linked to console power consumption as, when combined, these data can give an accurate estimation of the average annual energy consumption of a console (See section 2.1.2 for the calculation used in ENERGYSTAR®). Other information gaps which need addressing are those relating to power save settings and consumers use and awareness of these. This information will enable realistic estimations to be made concerning how much energy can be saved through improvements to this function. At present, estimations regarding the potential benefits of improved power save settings are based on assumptions and could therefore be overestimated; see Section 6.1.1 for an example. This section discusses the data already available regarding the use of consoles by consumers and then outlines proposed research to add to this where necessary. 6.1. Existing Data 6.1.1. NRDC – Lowering the cost of play (NRDC, 2008) As stated above in Section 3.1.1, the NRDC is an active environmental NGO in the area of energy efficiency and consoles. The lack of concrete information available on usage cycles for consoles led the NRDC to develop usage scenarios to calculate energy consumption. These assume that 50% of users leave their consoles on continuously and the other 50% switch their consoles off after use. This study also uses the data collected and published in the Nielsen study “The state of the console”, discussed below, to model usage patterns accurately. 6.1.2. Nielsen – the State of the Console (Nielsen, 2007) “The State of the Console” contains data derived from Nielsen’s National People Meter sample of more than 12,000 US television households. The report highlights the use of metering technology for data collection which allows actual, not self-reported usage data to be recorded. The most interesting data from this study is that those in the top 20% of users, based on their average use over the quarter, account for 74.4% of total console usage. This amounts to an average usage per usage day of 5 hours and 45 minutes. This figure has not been included in Table 8 because it does not give an average per day and also only accounts for the heaviest users of consoles. 51 Amanda Webb 6.1.3. 6 Month Progress Report ISFE (Nielsen) 2008 – Video Gamers in Europe 2008 Also conducted by Nielsen, this study builds on previous ISFE research regarding the European Games market from 2004, 2006 and 2007. The aim of the study was to explore consumer attitudes and usage of video games across 15 European and Baltic countries. This includes consumers who play video games on other platforms, such as PCs, in addition to consoles. The survey comprised of a 25 minute, quantitative questionnaire which was administered online in each of the 15 countries. In total 6,000 respondents were involved, with 400 from each country. The field work was carried out during February and March 2008. The study defines the following types of gamers Active gamers – currently playing games on a console, handheld or PC Non- gamers – those who do not qualify as active gamers Heavy gamers – those who play in excess of 10 hours per week Medium gamers – those who play for 6-10 hours in an average week Light gamers – those who play for 5 hours or less per week Figure 10 below shows the data collected regarding the number of hours spent playing games per week. Calculating the average usage using ∑fx ∑f Where f is the frequency and x is the midpoint of the group. For this calculation the following midpoint values were used: 0.5, 3, 8, 13 and 15. This gives 6 hours of gaming per week per person. 52 Amanda Webb 6 Month Progress Report Figure 10 Data from the ISFE study for hours spent playing video games per week, split by age group and platform (Interactive Software Federation of Europe, 2008) In addition over 70% of consumers who own a console, which they perceive to have multimedia capabilities, say that they use their device for broader media activities such as playing DVDs and browsing the internet. Furthermore, data shows that those consumers who do play online may play against other people up to 78% of the time that they use their consoles. 6.1.4. GameVision Europe - Autumn 2009, European Consumer Intelligence Report This report contains data which was collected by survey research conducted between the 2nd and 6th October 2009. The gamer survey includes 4,714 active gamers and 1,118 Non Buying gamers. These two groups are defined in the study as follows: Active gamer – someone who has bought or had a game or games console bought for them in the last 12 months. Non Buying gamer – someone who has played in the last 6 months, but has not bought or had a game or games console bought for them in the last 12 months. This study contains a lot of information regarding how people use their consoles. For instance, it states that half of gamers use their PlayStation®3 to listen to music and 40% use it at least once a week to watch a movie. Figure 11 and Figure 12 below show the different frequency with which gamers use different functions on the PlayStation®3 and Xbox 360 respectively. 53 Amanda Webb 6 Month Progress Report It is also reported that, on average, high definition consoles such as the PlayStation®3 are used by 1.9 users. Percentage PlayStation®3 100% 80% 60% 40% 20% 0% 17 28 45 26 78 32 63 71 26 58 40 To play video games To play film discs 24 13 12 9 To play music To do creative To store and things manipulate photos 18 11 29 To do educational things Function At least once a week Use it less often Not used in the last 3 months Figure 11 Graph demonstrating the frequency of use by consumers of the different functions available on PlayStation®3 Percentage Xbox 360 100% 80% 60% 40% 20% 0% 16 23 61 48 55 26 24 26 21 To play video To play film games discs To play music 78 74 14 8 To do creative things 15 11 15 10 To store and To do manipulate educational photos things Function At least once a week Use it less often Not used in the last 3 months Figure 12 Graph demonstrating the frequency of use by consumers of the different functions available on Xbox 360 6.1.5. TIAX – Energy Consumption by Consumer Electronics in US Residences 2007 (TIAX, 2007) This study was commissioned by the Consumer Electronics Association (CEA) response to the acknowledgement that available data for many consumer electronics was out of date. A telephone survey of 2000 demographically representative US households was conducted regarding the usage, quantity and characteristics of 10 Consumer Electronic (CE) products, one of which was games consoles. The main focus of this was to improve the data concerning the usage of CE devices. 54 75 Amanda Webb 6 Month Progress Report In combination with this new information, the power consumption of devices was also investigated. Together these data were used in a similar calculation to the TEC calculation used in the ENERGYSTAR® program. This is shown in Figure 13 below, where UEC is Unit Electricity Consumption and AEC is Annual Electricity Consumption. Figure 13 Calculation used to estimate the Annual Electricity Consumption of consumer electrical appliances (TIAX, 2007) For games consoles, the modes included when calculating AEC were: o Active - the system is on and a game is being played; o Idle – the system is on and the game is paused; and o Off – the power has been switched off by the user, but the system remains plugged in. The report also discusses a “dashboard” mode. This is similar to idle but no disc is loaded into the console. It is assumed that this mode does not make up a significant proportion of console usage time and is therefore not considered in this study. It is also important to note that whilst the study was being undertaken both the PlayStation®3 and Nintendo Wii were released and are therefore not considered in the study. The results from the survey showed that, on average, participants played video games for little over 1 hour per day. Participants estimated that their consoles were in idle for approximately 1.5 hours per day and off the remainder of the time. 55 Amanda Webb 6 Month Progress Report Table 8 summary of the available data on average time spent in each mode by consumers for consoles Time spent in each mode (hours) Active Idle Standby Off Study AEA (2009) ISFE (2008) TIAX (2007) 0.5 6 1 1.4 1.5 10 0 12.1 21.5 Total 24 6 24 This section shows that there are numerous sources of data relating to the consumer use of games consoles. However, despite the various sources available it is clear that the methods which have been used to collect these data vary significantly, as do the results. This lack of consensus, in addition to the range in values for console usage between studies, has serious implications when trying to estimate the energy use of consoles in the use phase. The following section presents another method for obtaining data regarding consumer use which will be used in conjunction with the available data described above to improve understanding in this area. 6.2. Virtual Intelligence Platform (VIP) Part of the new functionality of consoles is the ability to access the internet. This has led to a huge increase in the functionality of the products. PlayStation® has a Network (PSN) which users can access for free from their consoles. This is an “interactive environment where (you) can play online games, chat to friends and family around the world and surf the web” (PlayStation, 2010). As part of this users create online IDs. When a user signs on to the PSN this is detected by the VIP, which can also trace what games are being played and the functions being used on a console. The VIP is a system which is connected to the PlayStation Network and is able to record data regarding console usage, although it is not specifically designed for this. Assumptions and restrictions of PSN data If the console is not switched off either using the XMB or the button on the front then the data will not be submitted to the network. This is likely to happen if a game freezes or if the consumer switches the console off using the switch on the plug socket, or on the original PlayStation®3, the switch on the back of the console. In order to assess the accuracy of the PSN data, a pilot study has been conducted. It has also been necessary to identify the nature of the plugins. Therefore all use of the PlayStation®3 using my account has been recorded. This will then be compared with the data recorded by the network. If deemed to be sufficiently accurate, the data will be analysed to assess what functions consumers are using and for how long. 6.3. Interactive Software Federation of Europe (ISFE) Input As described in Section 6.1.3, ISFE conducted a survey of video gamers in Europe (Interactive Software Federation of Europe, 2008). This section discusses an input made to the ISFE survey by SCEE for 2010. 56 Amanda Webb 6 Month Progress Report As a result of contention between the console industry and the consultants carrying out the preparatory study for consoles surrounding the existence and prevalence of use of the “idle” mode, it is important to understand whether consumers switch their consoles off when not in use. This is something which has not previously been studied in any of the available literature. Therefore, the following questions have been submitted to ISFE to include in their 2009/10 study, the results of which are expected during April 2010: 1. When the console is not being used is it: Always switched off switched off after less than 1 hour switched off after 1-5 hours switched off after 6-10 hours switched off after 11-15 hours left on for more than 15 hours always left on 2. If the console is switched off, do you: switch off the controller/s but not the console switch off the console to standby using the button on the front switch off the console to standby using the controller switch off the console using the on/off switch at the back of the console switch off at the plug/ unplug the console In addition, much attention has been paid to Auto Power Down (APD) functions by the Non-Governmental Organisations (NGOs) as a key area necessary for action. One of the key issues raised is that the power down functions are shipped as default in “off” mode. It is unknown what proportion of consumers are aware of the options available for APD or whether they enable them. The final question submitted to the ISFE study, shown below, aims to address this gap in the knowledge. 3. Have you enabled the power management functions on your console? Yes, I have activated it No, I know about it but have not I have not activated it No, I am not aware there is a power management function on my console Don’t know 57 Amanda Webb 6 Month Progress Report Once the data from the sources outlined in Sections 6.2 and 6.3 are available all existing data will be collated and assessed. If any other areas are shown to be lacking in detail then further research will be proposed to address this. 58 Amanda Webb 6 Month Progress Report 7. RESEARCH QUESTIONS AND PROJECT PLANNING This section gives an overview of the research questions formulated thus far, in addition to broader research themes identified for investigation in the future. It also includes a plan for the next 6 months of research with deliverables and timescales. 7.1. Research Scope At present the scope of the research is focused around the area of appliance energy testing and standards for games consoles. This is as a result of the situation SCEE faces with regards the implementation of measures to limit the energy consumption of its products during the use-phase. It is essential that SCEE responds to this pressure in a proactive way to ensure that its products can still be sold within the markets it operates. Although at present standards to limit consoles energy consumption are not universal, activities have been identified in various countries and most importantly within the EU which will potentially lead to legislation. The scope will extend, using the information gathered from the current focus, to look at the life cycle management of consoles. 7.2. Research Aims There are two current research aims: 1. To create a robust methodology for testing consoles energy consumption. This will involve the definition of modes and states which exist taking into consideration all functions of consoles. This will need to be flexible in order to respond to developments; and 2. To gather data regarding consumer use of consoles. These two aims will be combined to calculate a TEC for consoles which will enable SCEE to place their products within the market regarding energy consumption. Furthermore, this will enable SCEE to focus attention on areas where the greatest improvement can be made at the least cost. This is likely to involve looking at the entire lifecycle of SCEE products, something which will be initiated during an MSc Placement due to commence in May 2010. This will be specifically focused on game delivery, but is likely to identify key areas where further research is needed to fill gaps in data and knowledge. Regarding the initial project description all of the objectives outlined have been covered although in varying detail. This is a result of numerous developments occurring regarding instruments for reducing power consumption and improving energy efficiency of electrical appliances which has made some objectives more relevant at present. 7.3. 6 Month Work Plan The following section outlines the work planned for the next 6 months of the EngD and includes activities which fulfill the research aims stated above. These have been formulated from the literature review contained within this report. 59 Amanda Webb 7.3.1. 6 Month Progress Report Console Testing A detailed proposal for console testing is contained in Appendix 9.1. The aims and objectives are as follows: Aims The aims of this study are to: Measure the power consumption of games consoles in different modes and when performing different functions; Compare the different generations of games consoles based on their energy consumption and performance to understand how the energy efficiency of these products has developed over time; Develop a meaningful performance indicator which will enable the energy efficiency of consoles from different generations to be compared; Inform the development of a standard test procedure for measuring the power consumption of games consoles; and Aid the definition of modes that exist on consoles. Objectives The main objective of this study is to understand the development of games consoles over time with respect to both their performance and power consumption. Combined, these two indicators will give an indication of the energy efficiency of the products. This information will be used to inform the development of energy efficiency standards pertaining to games consoles globally. Once the data has been collected the results will be collated in a report, which will be completed by the end of September 2010. The extent to which past generations are tested will be reliant on their availability for purchase. 7.3.2. Consumer Research It has been shown that there are numerous gaps in the data available for the consumer usage of consoles. There are two pieces of research proposed to address this: 1. The use of the VIP data which records actual console usage; and 2. The results of the questions input to the 2010 ISFE study which are due at the end of April 2010. Aims: o To collect more complete information the awareness and use of APD; o To collect more complete information about the time consumers spend using their consoles; and o To establish the prevalence of “idle” console usage. 60 Amanda Webb 6 Month Progress Report Objectives: This data will be used in combination with the existing sources, discussed in Section 6, to gain a better understanding into the use of consoles by consumers. This will then be used in conjunction with the console testing results to calculate a TEC for games consoles. Tasks: o To continue to assess the reliability of the VIP data through comparison of recorded data and data collected through the network regarding my console use; o To assess the possibility of tracking further console functions through the VIP; o To analyse the results of the ISFE study; o To collate all available data sources and create user profiles regarding functions used and the length of time these are used for by consumers; and o To calculate a TEC for games consoles. This information will also form the basis of a report which will be completed by the end of July 2010, although this will be partially dependent on the availability of the ISFE study results. 7.3.3. Analysis of data available for LCA and carbon foot-printing It is clear from Section 5 of this report that policy is increasingly focussing on taking into account the whole life cycle of products, in addition to proposals for mandatory carbon labelling. An MSc project regarding the carbon foot-print of game delivery will commence during May 2010, with a report expected in September 2010. Objectives: This will review the data sets available for SCEEs products regarding the life cycle energy consumption. It will also highlight areas where more detailed, or different, information is required. Tasks: o To co-supervise the MSc project; o To identify areas where more data is needed; o To recommend other indicators which could be recorded to improve the completeness of data availability; and o Assess the feasibility of extending similar studies beyond activities which are controlled by Sony. 7.3.4. Stakeholder Analysis As discussed in Section 3 of the report, identifying relevant stakeholders is crucial in order to understand how the development of policy can be influenced. Current stakeholders involved in the EuP process have been identified. However, this will be an ongoing process as the Lot continues through to consultation stages and then drafting of wither a VA or IM. 61 Amanda Webb 6 Month Progress Report Objectives: The stakeholder analysis will be a continuing activity. The initial search also needs to be translated into a plan for engagement and for the gathering of data to provide the necessary information when requested. Tasks: o Map the Stakeholders; o Continue to gather intelligence regarding how stakeholders may exert influence over policy development; and o Assess the relevance of other means to influence policy development. An update will be included in the 12 month Report due 1st October 2010. A Gantt chart detailing when the tasks are anticipated to be completed is shown in Figure 14. 62 Amanda Webb 6 Month Progress Report Date 27/04/2010 17/05/2010 06/06/2010 26/06/2010 16/07/2010 05/08/2010 25/08/2010 14/09/2010 Conduct console testing Analyse results of console testing Write up console testing Tasks Coduct further reliability test of VIP data Analyse results of ISFE survey data Collate all available consumer research and create user profiles Calculate a TEC for PS®3 Co-supervise MSc Placement Map Stakeholders Continue to gather intelligence regarding stakeholders Submit 12 month report Figure 14 Gantt chart documenting the proposed tasks and due dates for the next 6 months of research 63 Amanda Webb 6 Month Progress Report 8. CONCLUSIONS This report has expanded the EngD research proposal regarding the Life-cycle energy management of games consoles. The research has been placed within the broader background of energy consumption and appliance efficiency where it is anticipated that contributions to knowledge will be made during the course of the EngD. This has been achieved through the completion of an initial literature review which has addressed the following themes: 1. The nature of SCEEs activities and the products that they produce, specifically regarding their energy consumption; 2. Instruments currently in use for the implementation of energy efficiency for electrical appliances; 3. The development of policy and how this can be influenced using stakeholder analysis; 4. A testing proposal has been created to show the development of consoles over time with respect to their energy consumption and performance. This will form the basis of proposals for; i. Definition of available modes on consoles; ii. Development of a testing procedure for consoles; and iii. Development of a measure of efficiency for consoles. 5. Consumer research has also been proposed to fill gaps in the knowledge regarding the consumer use of consoles. Combined with the results of 4 above it is anticipated that a TEC value will be calculated for consoles; and 6. LCA and its applicability to SCEE has been introduced and will be developed over the coming months. A number of tasks have been identified to progress the research during the next 6 months for the themes identified above. 64 Amanda Webb 6 Month Progress Report 9. REFERENCES AEA 2009. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Draft Task 1-5 Report. ANEC. 2010. What is ANEC? [Online]. Available: http://www.anec.org/anec.asp?rd=53342&ref=01-01&lang=en [Accessed 08/04/2010]. ANEC AND BEUC 2010. Voluntary Agreements can only deliver if subject to minimum requirements; The case of VAs in the Eco-design implementation process. BARROSO, L. A. & HOLZLE, U. 2007. The case for Energy Proportional Computing. 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WU, J. & BABCOCK, B. A. 1999. The Relative Efficiency of Voluntary vs Mandatory Environmental Regulations. Journal of Environmental Economics and Management, 38, 158-175. 71 Amanda Webb 6 Month Progress Report 10.APPENDICES Appendix 10.1 – Proposal for console testing Proposal for Sony Computer Entertainment Europe Comparing the power consumption of Games Consoles over time th 30 November 2009 Amanda Webb 72 Amanda Webb 6 Month Progress Report SUMMARY The aim of this research is to collect accurate power consumption data for games consoles and to demonstrate how this has evolved over time. This will enable a better understanding of why games consoles consume power and allow for comparison of efficiency both between and within generations. This improved understanding will allow informed lobbying to take place regarding the development of standards pertaining to games consoles within the EU and globally. Key to this research is the development of an indicator for performance. This will allow power consumption to be related to output and therefore present an accurate representation of the development of consoles over time. 73 Amanda Webb 6 Month Progress Report CONTENTS SUMMARY ................................................................................................................................ 73 CONTENTS ................................................................................................................................ 74 DEFINITIONS............................................................................................................................. 75 INTRODUCTION & BACKGROUND ............................................................................................ 75 AIMS ......................................................................................................................................... 60 OBJECTIVES .............................................................................................................................. 60 HYPOTHESIS ............................................................................................................................. 77 SAMPLE .................................................................................................................................... 77 METHODOLOGY ....................................................................................................................... 80 Testing Requirements ...................................................................................................................... 80 Accuracy........................................................................................................................................... 80 Test Equipment................................................................................................................................ 81 Test Conditions ................................................................................................................................ 81 COSTS ....................................................................................................................................... 81 Equipment ....................................................................................................................................... 81 Testing ............................................................................................................................................. 82 Total Costs ....................................................................................................................................... 84 REFERENCES ............................................................................................................................. 84 74 Amanda Webb 6 Month Progress Report DEFINITIONS Games console – Game Console: A standalone computer-like device whose primary use is to play video games. Game consoles use a hardware architecture based in part on typical computer components (e.g., processors, system memory, video architecture, optical and/or hard drives, etc.). The primary input for game consoles are special hand-held controllers rather than the mouse and keyboard used by more conventional computer types. Game consoles are also equipped with audio visual outputs for use with televisions as the primary display, rather than (or in addition to) an external or integrated display. These devices do not typically use a conventional PC operating system, but often perform a variety of multimedia functions such as, DVD/CD playback, digital picture viewing, and digital music playback (Energy Star, 2009). Off – the console is connected to a mains power supply, but is not producing any sound or picture, transmitting or receiving information or waiting to be switched on. Active – the console is switched on and a disc is loaded. For game functions, the user is interacting with the console through a hand-held controller or similar peripheral. For media functions, this includes watching a DVD or listening to music. Standby – this is an intermediate mode in-between off and active. The console is connected to a mains power supply but it is not performing any function – it is waiting to be switched on. Idle – the console is switched on and a disc is loaded. For game functions, the user has loaded the game but is not interacting with the console. For media functions an example of this is the root menu screen. Pause – the console is switched on and a disc is loaded but the user has actively paused progress. This includes pausing a movie, game or audio CD. INTRODUCTION & BACKGROUND Games consoles have developed extremely rapidly since the first home video game console was released in 1972. Current consoles on the market form the seventh generation which has seen the introduction of features such as Blu-ray disc playback, Bluetooth peripherals and internet connectivity. As a result of this increased functionality the power consumption of games consoles has increased. The NRDC (2008) reported data which shows the increase in power consumption of consoles in “off”, “idle” and “active” modes. A good example of the increase in the power consumption of consoles is the comparison of the Sony PlayStation®, which consumed 8 W in active mode, to the PlayStation®3 which consumes 150 W. This rapid technological development has been happening during a time of increasing environmental awareness. One area which has been focussed on by the UK Government is that of energy consumption and supply. The UK White Paper on Energy highlights “saving energy” as the starting point for energy policy (Department of Trade and Industry, 2007). 75 Amanda Webb 6 Month Progress Report Furthermore, the DTI also stated the need for international agreements on higher standards of energy efficiency so that products can continue to be traded internationally. So far the issue of energy efficiency and consumption has been addressed by introducing initiatives and legislation to stimulate the transformation to a low carbon economy. The most well-developed of these is the ENERGYSTAR® Program. ENERGYSTAR® is a joint programme of the US Environmental Protection Agency (EPA) and the US Department of Energy (DoE) which was introduced in 1992 (Energy Star, 2009). The ENERGYSTAR® program is a voluntary labelling programme intended to stimulate market transformation through the promotion of energy efficient products and practices, thereby protecting the environment by reducing energy consumption (EnergyStar®, 2010). Originally established for energy efficient computers (US EPA, 2003), the programme has grown significantly and now covers a large number of product categories including buildings. As stated by McWhinney et.al (2005), the ENERGYSTAR® label allows consumers to easily identify efficient products that save money and energy and, more importantly, stimulate demand for higher efficiency products. In October 2009, ENERGYSTAR® published a draft of program requirements for Games Consoles, Version 5.1 (EnergyStar®, 2009b). This sets limits for the energy consumption of games consoles in different operating modes and when performing different functions. There are three tiers of requirements which will be introduced in July 2010, July 2011 and July 2012 respectively, with each tier becoming more stringent. A new aspect to the most recent ENERGYSTAR® Program, “Requirements for Computers Version 5.0” (EnergyStar®, 2009a), was the introduction of the Typical Energy Consumption (TEC) calculation. This takes into account the proportion of time, i.e. how many hours a day a computer is in different modes, and the power consumption in these modes and then calculates the annual energy use. The time spent in the different modes is based on consumer usage of computers. The calculation is shown below: TEC = (8760/1000) * (Poff * Toff + Psleep * Tsleep + Pidle * Tidle) Where Px = power values in watts Tx = time values in % of year This provides a useful metric for comparing computers and could easily be adapted for use with consoles. Although it does not indicate the efficiency of the products, it gives an estimation as to the average energy use annually. This figure can then be used to compare different models of the same product, in addition to comparisons between product groups. This is useful metric to give a broader context to the energy use of the product you are interested in. To perform the calculation, two datasets are needed. The first is data regarding how long consumers use their consoles, which functions they are using and in which modes; this will be addressed in a separate proposal. The second is technical data regarding power consumption in the different modes for the different functions which will be collected in 76 Amanda Webb 6 Month Progress Report this study. Although there are numerous sources of this data already existing, there is no accepted methodology for testing consoles. This proposal intends to inform this process. Although the ENERGYSTAR® requirements are not mandatory, it is highly likely that the limits set by the US EPA will be used to inform the development of legislation currently under construction as part of the Energy using Products Directive (Official Journal of the European Union, 2005) in Europe. It is therefore essential that any standards are based on meaningful technical data. AIMS The aims of this study are to: Measure the power consumption of games consoles in different modes and when performing different functions; Compare the different generations of games consoles based on their energy consumption and performance to understand how the energy efficiency of these products has developed over time; Develop a meaningful performance indicator which will enable the energy efficiency of consoles from different generations to be compared; Inform the development of a standard test procedure for measuring the power consumption of games consoles; and Aid the definition of modes that exist on consoles. OBJECTIVES The main objective of this study is to understand the development of games consoles over time with respect to both their performance and power consumption. Combined, these two indicators will give an indication of the energy efficiency of the products. This information will be used to inform the development of energy efficiency standards pertaining to games consoles globally. HYPOTHESIS The hypothesis to be tested is – Have games consoles become more efficient over time, despite increased functionality and power consumption? SAMPLE The testing will be split into three parts. 1. Current Generations This includes Sony PlayStation®2 and PlayStation®3, Microsoft Xbox 360 and Nintendo Wii. Due to the variable nature, even within the current generation, of available functions the following modes will be tested where available: 77 Amanda Webb 6 Month Progress Report I. Stand-by II. Active – on with a disc loaded and performing function/ input from the user a. Game play: test different game genres b. Movie c. Music d. Streaming video from internet e. Browsing Internet f. XMB (Cross Media Bar) g. Folding at home h. System maintenance and download i. STB functions if applicable III. Pause – on with a disc loaded but in pause mode. a. Game play b. Movie c. Music IV. Idle – on with a disc loaded but not receiving any user input and not paused. For movie playback, for example, this would be the root menu screen a. Game play b. Movie c. Music d. Streaming video from internet e. Browsing internet f. XMB (Cross Media Bar) g. Folding at home h. System maintenance and download i. STB functions if applicable 2. Past generations Past generation consoles have fewer functions available; in the past consoles were solely produced for playing games. Therefore, the power consumption will only be measured for game play in active, idle and pause modes. Standby power consumption will also be measured. Past generation consoles to be tested include: Microsoft Xbox 78 Amanda Webb 6 Month Progress Report Nintendo GameCube Sega Dreamcast Nintendo 64 Sony PlayStation Sega Saturn Atari Jaguar SNES Super Nintendo Entertainment System SNK Playmore’s Neo Geo Sega Mega Drive Sega CD Sega 32X Nintendo Family Computer Nintendo Entertainment System Atari 2600 Fairchild Video Entertainment System (VES) Magnavox Odyssey/100/200 One other aspect that may be included in the study is the power consumption when peripherals such as controllers and microphones are charging from the console. 3. Computer testing Tests will also be conducted on PCs. ENERGYSTAR® Version 5.0 (2009) describes four categories of PCs, differentiated by their functionality. A selection of gaming PCs, with capabilities similar to that of a PlayStation®3, will be tested for their energy consumption when playing computer games, playing a DVD and in standby. Gaming PCs fall under Category D within ENERGYSTAR®, which is defined as follows: Category D – desktops must have greater than or equal to four physical cores. They must also have at least one of the following – greater than or equal to 4GB of system memory and/or a discrete GPU with a Frame Buffer Width greater than 128-bit (EnergyStar®, 2009a). In addition, a home use desktop PC will also be tested in the same modes. This is particularly relevant as currently, under ENERGYSTAR® Version 5.0 – program requirements for computers (2008), there are no limits on media playback for computers as have been recommended for consoles. A notebook/ laptop will also be tested in these three modes. 79 Amanda Webb 6 Month Progress Report METHODOLOGY The methodology is based on that set out in ENERGYSTAR® Program Requirements for Computers: Version 5.1 Game Console Requirements – Draft Final Appendix A (2009). This is the methodology used to verify whether a product qualifies for the ENERGYSTAR® label. The methodology states that the Unit Under Test (UUT) must be left in the mode to be tested for 5 minutes before commencing testing. After this period the meter must be set to begin accumulating true power values at an interval of greater than or equal to 1 reading per second. Power values should be accumulated for 5 additional minutes and the arithmetic mean recorded for that period. For the pause and idle modes, it states to leave the console for 1 hour to ensure that the UUT goes into a “low power state” – i.e. it powers down to standby. It also states that before testing commences initial, one-time/periodic processes should be completed. Testing Requirements Approved Meter – An approved meter will include the following attributes Power resolution of 1 mW or better An available current crest factor of 3 or more at its rated range value; and Lower bound on the current range of 10 mA or less. The following attributes, in addition to those above, are suggested; Frequency response of at least 3 kHz; and Calibration with a standard. It is also desirable for measurement instruments to be able to measure average power consumption over any user selected time interval (this is usually done with an internal math’s calculation dividing accumulated energy by time within the meter, which is the most accurate approach). As an alternative the measurement instrument should be capable of integrating power consumption over any user selected time interval with an resolution of less than or equal to 0.1 mWh and integrating time displayed with a resolution of 1 second or less. The user then needs to use the measured value to calculate the power consumption in mWh. Accuracy Measurements of power of 0.5 W or greater shall be made with an uncertainty of less than or equal to 2% at the 95% confidence level. Measurements of power of less than 0.5 W shall be made with an uncertainty of less than or equal to 0.01 W at the 95% confidence level. The power measurement instrument shall have a resolution of: 0.01 W or better for power measurements of 10 W or less; 0.1 W or better for power measurements of greater than 10 W up to 100 W; and 80 Amanda Webb 6 Month Progress Report 1 W or better for power measurements of greater than 100 W These requirements are the same as those stated the EN IEC standard 62301:2005 for Household electrical appliances – Measurement of standby power. All power figures should be in watts and rounded to the second decimal place. For loads greater than or equal to 10 W, three significant figures shall be reported. Test Equipment Zenith Electric Variable Power Supply Type SVA 10. Input volts 230/240 Output volts 0-115% of input 47-65 Hz 10 A Yokogawa WT110 Digital Power Meter States in the manual that to ensure high measurement accuracy the instrument should only be used under the following conditions: Temperature 23±5 oC and Humidity 30-75%. Test Conditions Supply voltage – Europe = 230 (±1%) Volts AC, 50 Hz (±1%) Total Harmonic Distortion (voltage) - <2% THD (<5% for products which are rated for ≥1.5 kW maximum power) Ambient Temperature – 23 oC ±5 oC Relative humidity – 10-80% More generally, the Sony product testing laboratory at Pencoed uses the IEC International Standard 62087: Methods of measurement for the power consumption of audio, video and related equipment (2008) and IEC 62301: Household electrical appliances: Measurement of standby power (2005). The ENERGYSTAR® requirements and the IEC Standards are not uniform in their requirements for temperature. IEC 62087 states that the temperature must be between 15 – 30 oC but preferably 20 oC. Like the ENERGYSTAR® methodology, IEC 62301 states a temperature range of 23±5 oC. It is assumed that both the temperature and humidity can vary within the limits discussed. COSTS Equipment The cost of purchasing the items to be tested is estimated below. Games consoles – current generations Assuming we would not need to buy PlayStation consoles, 81 Amanda Webb 6 Month Progress Report Wii = ~ £200 Xbox 360 ~ £200 = £400 Games Consoles – past generations Looking at EBay, the average cost per console is approximately £30. It is assumed that these come with the necessary peripherals such as controllers. Based on testing 18 consoles, this would cost: 18*30 = =£540 PCs Finally, approximately four PCs and one notebook computer will be tested; these will also need to be purchased. £4000 will be allocated for this due to the high cost of dedicated gaming PCs. For example, prices range between £500 and £1700 (PC World, 2009). =£4000 Games Another cost that must be taken into account is that of games. Not all game titles are available on all platforms and so it will be most representative to use a specific game genre to minimise the impact this inconsistency may have. I think it would be sensible to allow a budget of around £500 for this. Total for equipment = 400+540+4000+500 = £5,440 Testing There are three possible scenarios for the console testing: 1. Testing carried out at Pencoed by resident engineers; For current generations, at least eleven modes will be tested. The cost for this is: £695 per product for single product testing; £635 per product if up to five products are being tested at the same time and; £595 per product if six or more products are being tested at the same time. For past generations, four modes will be tested costing: £300 per product if six or more products are being tested at the same time For the selected PCs, three modes will be tested costing: £340 per product for single product testing; £295 per product if up to five products are being tested at the same time and; £270 per product if six or more products are being tested at the same time. All of the above prices include the leasing of a Power Meter and a Power Supply Unit. 82 Amanda Webb 6 Month Progress Report There are four current generation consoles to be tested, each costing £635 (assuming that on average eleven operating modes will be tested, although for the PlayStation®3 this is likely to be higher). 4*635= £2,540 There are approximately nineteen past generation consoles. This number is dependent on being able to purchase working second-hand consoles. 19*300 = £5,700 Finally, approximately four PCs and one notebook computer will be tested; these will also need to be purchased. 5*295 = £1,475 Therefore, the total cost of testing is = £9,715 2. Testing carried out at Pencoed by me; The only costs incurred in this scenario will be the lease of the equipment from Pencoed Laboratory. In order to test the equipment, a power meter is needed as well as a power supply unit. These cost £240 per week to lease. If it is decided that an environmental chamber is necessary, this cost will rise to £225 per day. It has been estimated that it will take approximately one hour for the power supply to stabilise in each mode. If we therefore assume seven tests can be run per day the costs are as follows: Number of modes to be tested in total = (4*11) + (19*4) + (5*3) = 129/7 = 19 days testing. If we allow four weeks for testing, the cost of leasing will be £960, assuming that the use of the environmental chamber is not necessary. If the environmental chamber is required, this cost will rise to £4,500. 3. Testing carried out at 10GMS by me, either leasing or purchasing the necessary testing equipment. If the testing is carried out at 10GMS then it will not be possible to have an environmental chamber. There are two options within this scenario; Purchase equipment A controlled power supply would cost between £8,000-£12,000 and a power meter would cost approximately £3,500. These prices have been suggested by Jimmy Tzimenakis from Pencoed. Therefore, the total cost would be between £11,500 and £15,500 Lease equipment If we lease the equipment from Pencoed the cost will be £960. 83 Amanda Webb 6 Month Progress Report Total Costs The total costs for the console testing, including the different scenarios is summarised in Table 9 below. Table 9 Total cost of testing for the different scenarios Scenario Equipment costs Testing costs Extras Total 1 £5,440.00 £9,715.00 0 £15,155.00 2a £5,440.00 £960.00 2000 £8,400.00 2b £5,440.00 £4,500.00 0 £9,940.00 3a £5,440.00 £11,500.00 £16,940.00 3b £5,440.00 £960.00 200 £6,600.00 REFERENCES AEA 2009. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Draft Task 1-5 Report. ANEC. 2010. What is ANEC? [Online]. Available: http://www.anec.org/anec.asp?rd=53342&ref=01-01&lang=en [Accessed 08/04/2010. ANEC AND BEUC 2010. Voluntary Agreements can only deliver if subject to minimum requirements; The case of VAs in the Eco-design implementation process. BARROSO, L. A. & HOLZLE, U. 2007. The case for Energy Proportional Computing. IEEE Computer Society. BEUC. 2010a. Energy Sustainability [Online]. Available: http://www.beuc.org/Content/Default.asp?PageID=2137 [Accessed 08/04/2010. BEUC. 2010b. 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A. 2007. 2008 Status Report: Savings Estimates for the ENERGY STAR Voluntary Labeling Program. Lawrence Berkley National Laboratory Environmental Energy Technologies Division. SCEE. 2010. Organisation [Online]. Available: http://www.scee.presscentre.com/content/detail.asp?NewsAreaID=141&ReleaseI D=4627 [Accessed 15/01/2010. SEGERSON, K. & MICELI, T. J. 1998. Voluntary Environmental Agreements: Good or Bad News for Environmental Protection. Journal of Environmental Economics and Management, 36, 109-130. SIDERIUS, H. P. A. N., H. 2007. Top Runner in Europe? Inspiration from Japan for EU ecodesign implementing measures. ECEEE 2007 Summer Study. SONY. 2010a. The History of the Sony Corporation [Online]. Available: http://www.sony.co.uk/article/id/1060176719725 [Accessed 15/01/2010. SONY. 2010b. Organisation Data [Online]. Available: http://www.sony.net/SonyInfo/CorporateInfo/Data/organization.html. TCO DEVELOPMENT. 2010. 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Energy Star – The Power to Protect the Environment through Energy Efficiency. US EPA DOE 2008. Improvements Needed to Validate Reported ENERGY STAR Benefits. US EPA DOE. 2010. History of ENERGY STAR [Online]. US Environmental Protection Agency, Department of Energy 89 Amanda Webb 6 Month Progress Report Available: http://www.energystar.gov/index.cfm?c=about.ab_history [Accessed 18/01/2010. US GAO 2010. Energy Star Program: Convert Testing Shows the Energy Star Program Certification Process is Vulnerable to Fraud and Abuse. VGCHARTZ. 2011. Hardware Comparison Table [Online]. Available: http://vgchartz.com/hwtable.php?cons%5B%5D=Wii&cons%5B%5D=PS3&cons%5B %5D=X360&cons%5B%5D=PS2®%5B%5D=UK®%5B%5D=France®%5B%5 D=Germany®%5B%5D=Spain®%5B%5D=Italy®%5B%5D=Scandinavia® %5B%5D=Other+Europe&start=39824&end=40181 [Accessed 23/03/2010. VHK 2005. Methodology Study Eco-design of Energy-using Products: Final Report. WIEL, S., EGAN, C. & DELTA CAVA, M. 2006. 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Section 2 discusses any relevant policy developments, both in the UK and globally, which are directly relevant to consoles or energy efficiency and therefore this EngD project. This is followed by sections documenting the progress of research to date, the premise of which was outlined in the 6 month report. It also includes any problems that have been encountered and how they have or will be resolved. Finally, a plan for the next 6 months of research will be detailed including some more specific research questions and new avenues of interest which have arisen as a result of the research completed to date. In general, the research has progressed in line with the work which was outlined at the 6 month stage. However, some of the aims and objectives of these activities have changed according to developments outside of SCEE, the sponsor organisation. In addition to the work planned for months 6 to 12, other themes of research have been identified and work has also begun on those. This includes a comprehensive review of the EuP Directive in terms of how legislation has been implemented for different products and then an assessment of what is most likely and appropriate for consoles follows. The second new theme covers the verification and testing procedures available for products subject to energy efficiency legislation. This research aims to gain an understanding of this process and assess which methods may be best suited to consoles. A critique of verification procedures is also included with further avenues identified as areas to research in months 12-18. The following have been identified as key research activities for the next 6 months: Prepare a poster and paper for the Annual Engineering Doctorate Conference for Sustainability for Engineering and Energy Systems in July 2011; To complete a draft of a paper for submission to a journal. As yet the topic for this has not yet been defined; Using multiple consumer research sources, calculate the number of sessions gamers have a week to help estimate idle times and complete a TEC calculation for consoles; Conduct a literature review of completed life cycle studies around the electronics and computing arena; and Collect a complete dataset of energy consumption for the PlayStation®3 using the new equipment. i Amanda Webb 12 Month Progress Report GLOSSARY APD – Auto Power Down BAT – Best Available Technology CCC – Climate Change Committee EEI – Energy Efficiency Index EuP – Energy using Products HD – High Definition HEP – Home Entertainment Products IM – Implementing Measure LCA – Life Cycle Assessment LCCC – Life Cycle Cost Curve MEPS – Minimum Energy Performance Standards PSN – PlayStation Network SCEE – Sony Computer Entertainment Europe SCEI – Sony Computer Entertainment Incorporated SME – Small and Medium sized Enterprises TEC – Typical Energy Consumption VA – Voluntary Agreement ii Amanda Webb 12 Month Progress Report List of Tables Table 1 Summary of improvement options for games consoles (AEA, 2010a) ......................... 3 Table 2 stakeholder participation in final stakeholder meetings of the preparatory studies for Lots 3,4,5,6 and 7 (Reintjes and Jensen, 2010) .................................................................... 8 Table 3 Summary of implementation methods in use within the EuP process. The implementation method(s) in use is marked with a ............................................................ 18 Table 4 Summary of switch off behaviour and the time taken to switch off .......................... 23 Table 5 Summary of consumer profiles for a high definition, multi functional console ......... 27 List of Figures Figure 1 Life Cycle Cost Curve for Games Consoles (AEA, 2010a) ............................................. 4 Figure 2 Switch off behaviour of active gamers for the PlayStation®3, Xbox 360 and Wii. .... 21 Figure 3 ISFE Gamer Commitment Index ................................................................................. 22 Figure 4 Graph displaying the results regarding switch off behaviour in the different regions surveyed ................................................................................................................................... 24 Figure 5 Graph showing the estimated average hours of game-play by console over the last 3 months. ................................................................................................................................. 25 Figure 6 Gantt chart summarising the plan for the next 6 months of research. Red bars indicate the task has not yet been started and orange indicates that this is in progress ....... 32 iii Amanda Webb 12 Month Progress Report CONTENTS EXECUTIVE SUMMARY ................................................................................................................ i GLOSSARY................................................................................................................................... ii List of Tables ............................................................................................................................. iii List of Figures ............................................................................................................................ iii CONTENTS ................................................................................................................................. iv 1. INTRODUCTION ................................................................................................................. 1 2. DEVELOPMENTS REGARDING ENERGY EFFICIENCY INSTRUMENTS AND STANDARDS ..... 2 2.1. EuP ............................................................................................................................. 2 2.1.1. Lot 3 Sound and Imaging Equipment ............................................................... 2 2.1.2. Lot 3 Computers and Monitors ........................................................................ 6 2.1.3. Stakeholder Engagement ................................................................................. 7 2.2. ENERGYSTAR® ............................................................................................................ 8 2.3. French Grenelle Environmental Labelling .................................................................. 8 2.4. Russian Efficiency and Labelling Legislation .............................................................. 9 2.5. Canadian Energy Legislation ...................................................................................... 9 2.6. Australia and New Zealand ........................................................................................... 10 2.6. 3. New UK Government ............................................................................................... 10 RESEARCH PROGRESS ...................................................................................................... 12 3.1. Console Testing ........................................................................................................ 12 3.1.1. TEC and Benchmarking .................................................................................. 12 3.1.2. Verification Testing ........................................................................................ 13 3.1.3. Performance Indicators ................................................................................. 14 3.2. 3.1.3.1. Lot 5 Televisions ....................................................................................... 14 3.1.3.2. Lot 13 Domestic Refrigerators and Freezers ............................................ 15 3.1.3.3. Lighting ..................................................................................................... 15 3.1.3.4. External Power Supplies........................................................................... 15 3.1.3.5. EU Energy Label........................................................................................ 15 3.1.3.6. ENERGYSTAR® .......................................................................................... 16 Implementation Methods for Efficiency Instruments ............................................. 16 3.2.1. Voluntary versus Mandatory ......................................................................... 16 iv Amanda Webb 3.2.2. 3.3. Implementation Methods .............................................................................. 17 Consumer Research ................................................................................................. 19 3.3.1. PlayStation® Network (PSN) data .................................................................. 19 3.3.2. International Software Federation of Europe (ISFE) study ............................ 20 3.3.3. Consumer Profiles .......................................................................................... 25 3.4. 4. 12 Month Progress Report Life Cycle Assessment (LCA) and Carbon Foot-printing ........................................... 27 3.4.1. MSc Project .................................................................................................... 27 3.4.2. Hotspot Analysis ............................................................................................ 28 RESEARCH QUESTIONS AND PROJECT PLANNING .......................................................... 29 4.1. Console Testing ........................................................................................................ 29 4.2. Consumer Research ................................................................................................. 29 4.3. Consumer Profiles .................................................................................................... 30 4.4. LCA ........................................................................................................................... 30 5. CONCLUSIONS ................................................................................................................. 33 6. REFERENCES .................................................................................................................... 34 v Amanda Webb 1 12 Month Progress Report INTRODUCTION Since submission of the 6 month report there have been many developments regarding energy efficiency at both a regional and global scale. This includes further legislation due to be introduced in this policy area, and other events of particular interest to the console industry, such as the release of a new Xbox 360 Slim model in July 2010. This report discusses those developments and their relevance to the business activities of Sony Computer Entertainment Europe Ltd (SCEE) and therefore the topic of this Doctoral research. The remainder of the report is dedicated to updating the progress which has been made on the research outlined in the 6 month report, in addition to discussing new lines of enquiry which have resulted from the initial research. The report concludes by outlining the plan of work for the next 6 months and refining the research questions. This plan is summarised in a Gantt chart. 1 Amanda Webb 2 12 Month Progress Report DEVELOPMENTS REGARDING ENERGY EFFICIENCY INSTRUMENTS AND STANDARDS This section further substantiates the information included in the 6 month report regarding energy efficiency instruments. This is an evolving area and global coverage of energy efficiency in policy is increasing rapidly. Firstly an update on the status of the EuP Lot 3 Sound and Imaging Equipment is detailed, which covers games consoles. This is followed by other instruments under development in different parts of the world regarding the regulation of electrical appliances and energy consumption. 2.1 EuP 2.1.1 Lot 3 Sound and Imaging Equipment During the past 6 months the preparatory study for Lot 3 Sound and Imaging Equipment has been completed and a second stakeholder meeting held. Tasks 6 and 7 of the preparatory study were completed, covering Improvement Potential and Policy and Impact Analysis. Since the publication of Tasks 1-5 much of the feedback submitted by stakeholders has been taken into consideration by the consultants in Tasks 6 and 7. Table 1 below is a summary of the main improvement options identified, with specific reference to games consoles, in Task 6. 2 Amanda Webb 12 Month Progress Report Table 1 Summary of improvement options for games consoles (AEA, 2010a) Improvement Option Predicted change to base case for consoles Auto Power Down (APD) It is estimated that the introduction of an APD feature would reduce the time spent in standby mode by 50% and a 25% reduction in time spent in idle mode. In addition product lifetime would be extended by 1 year, at negligible cost to the manufacturer. Operational mode power improvements A reduction of 13.1 W in on-mode, 26.1 W in idle-mode and no change in standby mode (stays at 1.1 W). Hard off-switch incorporation 10% reduction in time in on-mode. 10% reduction in time in idle-mode. Cost of switch leads to 4 Euro increase in product price. Product Light-weighting 10% reduction in typical product weight, 5% reduction in packaged volume, product lifetime reduced by 1 year, 5% reduction in product price Polyvinyl Chloride (PVC) Free Products 5% reduction in waste to landfill, 10% increase in recycling and 5% increase in thermal recovery of plastics. Brominated Flame Retardants (BFR) Free Plastics 70% waste to landfill, 10% plastics recycling and 15% thermal recovery of plastics Improved Recyclability 55% of product to landfill. Plastics EOL management = 25% Plastics recycling. 5% plastics reused 5% plastics to thermal recovery. As polymer changes would be within the design cycle, no change to costs has been assumed. Increased Durability 50% increase in product lifetime. 10% increase in product price. Reusable Components 10% reduction in materials. 10% reduction in landfill. 10% reduction in product price. 18 Euro increase in installation costs and repair /maintenance costs. Minimum recycled content for plastics 55% of product to landfill. Plastics EOL management = 25% Plastics recycling. 5% plastics reused 5% plastics to thermal recovery. As polymer changes would be within the design cycle, no change to costs has been assumed. The remainder of this document then discusses combinations of the options listed above and creates a Life Cycle Cost Curve (LCCC) for each product group, shown in Figure 1 below. 3 Amanda Webb 12 Month Progress Report Figure 1 Life Cycle Cost Curve for Games Consoles (AEA, 2010a) This shows that option 18, a combination of operational mode requirements and product light-weighting offers the most cost effective solution to improving energy efficiency. The consultants also draw attention to option 11, APD and product light-weighting. It is however stated that the Best Available Technology (BAT) point on the LCC will be a combination of several individual options and that, as yet, no sensitivity analysis has been carried out on this data. Another important statement to note is that the future profile of energy efficiency for games consoles is described as a “saw tooth” model. This is so called as when a new generation console is released, the energy consumption and function are increased. However, throughout the lifetime of this product, efficiency is improved. This highlights the improved understanding by the consultant regarding the nature of consoles and their energy efficiency. Task 7 covers the following points (AEA, 2010b) – o It is acknowledged that the scenario involving thin client gaming pushes the energy implications to an area outside the remit of the study; i.e. data centres. Therefore, only the scenario considering the increase in sophistication and functionality of current, standalone consoles will be considered; o “General internet connectivity” has been added under the optional secondary functions section of the games console definition; 4 Amanda Webb 12 Month Progress Report o The need to ensure that game publishers are also covered by any eco-design measures is stated so that the software will not have any detrimental effect on hardware eco-design measures; o Detailed discussion of the similarities and differences between gaming PCs and games consoles. The consultant states that newer gaming PCs on the market are significantly more sophisticated than current generation consoles on the market. It is also suggested that some of the power management features of gaming PCs could be adopted by console manufacturers. Furthermore, the proprietary nature of chip development for consoles is identified a factor which could increase the ability of console manufacturers to adopt these best practices; o Recommended that no minimum requirements are set for active mode whilst in game play as this will likely cap the sophistication of game play; o It is noted that there are only small differences between active and idle mode power requirements for the same functions. This conclusion has been drawn using data which was collected as part of this research and data for another High Definition (HD) console. The details of this data collection can be found in Section 3.1; o Initial analysis suggests that a TEC approach may not be appropriate for consoles given the relatively large number of operational modes and therefore the small time periods spent in each mode. Again this information was based on data collected as part of this research which was submitted to the consultant. Details of this can be found in Section 3.3.1; o Suggested that HD consoles implement an APD measure first as they consume relatively more energy; o Power caps are suggested for secondary functions of the next generation; o The draft standard for consoles from ENERGYSTAR® is referenced regarding the test methodology which could be employed. However, it is suggested that many of the mode definitions would require further clarification; and o Power limits are considered for sleep/standby mode for introduction in 2012, idle mode and secondary function media play in 2014. Again, console manufactures raised some concerns about the content of the final two tasks of the preparatory study which included: The extent to which scalability can be employed has been questioned as the report suggests that the highest level of scalability could be applied to games consoles; The definition of game play idle mode in the report does not sufficiently address situations such as online game-play where a local user may be inactive but other online players remain active. This means that the console will still have exhibit an active mode power use; Limits for secondary function media play are too prohibitive; 5 Amanda Webb 12 Month Progress Report APD is supported by console manufacturers as having high potential for energy savings. Further and more stringent measures have been suggested to reach the potential identified; Some consoles manufacturers believe that the TEC approach is not applicable to consoles and would like a dialogue initiated around other implementing methods; The suggestion that light-weighting products will reduce lifespan is dismissed; Concerns are raised over the reliability of the Life Cycle Analysis (LCA) carried out as it is thought to be based on Washing Machines; and Information regarding the variability of chip performance within a generation is absent however it has been suggested by engineers within SCEE to be as much as ± 25%. This relates to concerns over the development of a test method and the selection of samples. As shown by the information discussed above, the drafting of a measure for consoles is likely to continue for some time due to the complexity and variability of the products. The next stage in the process is the creation of a working document which will then be subject to consideration by Member States. The release of Tasks 6 and 7 does show a large improvement in the consultants understanding of consoles and also what is possible and applicable in terms of improving their energy efficiency. Despite this, and as shown by the comments submitted by console manufacturers, there is still a way to go in order to result in a fair and appropriate standard. This also shows how difficult the process of incorporating stakeholder views is in the EuP Directive, but also how important it is. This is discussed in further detail in Section 2.1.3. One of the main issues which remain is the lack of transparency of the analyses and data sources, which would give a better indication of the validity of the assessment. 2.1.2 Lot 3 Computers and Monitors The preparatory study for this Lot was completed in September 2007 and in May of this year an Implementing Measure was proposed. This has been widely criticised by industry as high specification PCs are caught under the legislation. High specification PCs includes PCs which are specifically designed for gaming. The objection has arisen as, in addition to gaming PCs, other users of high specification PCs include scientists, engineers, designers, economists and entrepreneurs (Digital Europe, 2010b). It is also argued that these products only have a market share of around 3% and the proposed legislation will result in only minimal environmental benefits whilst having negative effects on the EU’s competitiveness in the sectors listed above. The desire by industry for high specification PCs to be exempted from the regulations is of great interest to the console manufacturers as they strongly believe that gaming PCs and games consoles should be treated equally. A statistic from the ISFE study of 6,629 gamers shows that the most used platform for gaming is the PC – accounting for 49% on average (Interactive Software Federation of Europe, 2010). This is compared to 27% of users who play games on consoles. Furthermore, it has also been shown that high specification PCs can use as much as 160W in idle mode; approximately 6 Amanda Webb 12 Month Progress Report 60W more than current generation high definition console in active mode. An argument against considering games consoles and gaming PCs as equivalent is that a gaming PC also offers the normal functionality of a regular home PC. 2.1.3 Stakeholder Engagement In the 6 month report a section was devoted to the topic of stakeholders. This discussed the importance of stakeholder dialogue so as to ensure that the adopted standards take into consideration all stakeholders interests and concerns. It also detailed the stakeholders actively involved in the console product Lot for EuP and the importance of collecting this information. However; the role of stakeholder engagement specifically in the EuP process was not covered. Therefore, this section discusses the process of stakeholder engagement in the EuP process. In terms of reference to stakeholders in the text of the legislation itself, it is simply stated in Article 15, 3d that “appropriate consultation will be carried out with stakeholders” (European Parliament and Council, 2009). Stakeholder engagement is an explicit part of the EuP process and has its own distinct stage, known as the Consultation Forum. This involves the consultation of all interested stakeholders after completion of the preparatory study. However, this does not acknowledge the key role that stakeholders play during the preparatory study and the stakeholder meetings held during this part of the process. It has been stated by (Reintjes and Jensen, 2010) that “efficient information flow is of crucial importance for all stakeholders who wish to: a. Influence the addressed issues and levels of ambition; and b. Know about upcoming requirements as soon as possible”. Furthermore, they continue to discuss how difficult these objectives can be to achieve. This is attributed to factors such as the complex and highly technical nature of the preparatory results, which may put SMEs at a disadvantage as they do not have the resources keep upto-date with the fast moving process. In addition, the method for communicating product group information via a website and emails does not always ensure the information flow needed. These points highlight how the size and resources of a stakeholder group may disproportionately affect the extent to which they can engage in the EuP process. However, having said this, it is likely that the larger an organisation is the greater the market share they will hold and therefore the more they have at stake. Table 2 below shows the level of engagement by different stakeholder groups for 5 EuP product Lots and the domination by businesses and business associations. (Kautto, 2007) further emphasises this trend stating the dependency of the Commission on companies and interest groups as sources of information. 7 Amanda Webb 12 Month Progress Report Table 2 stakeholder participation in final stakeholder meetings of the preparatory studies for Lots 3,4,5,6 and 7 (Reintjes and Jensen, 2010) One way in which the voice of SMEs has been amplified is via the creation of industry bodies, which represent numerous product manufacturers. Therefore, rather than every manufacturer sending a representative to each meeting, which requires both time and money, an industry representative can attend and report back to the other members of the group. This also provides an excellent forum for exchanging knowledge and expertise, and can also help to facilitate the development of a voluntary agreement, the implementation method favoured by the EU for the EuP Directive. One example of this is Digital Europe which was originally created to represent the telecommunications industry and has now been expanded to include consumer electronics and information technology (Digital Europe, 2010a). 2.2 ENERGYSTAR® Since the publication of the draft requirements for Games Consoles V5.1 (Energy Star, 2009b) and the subsequent submission of comments from stakeholders, no further progress has been made. As discussed in the 6 month report, the ENERGYSTAR® program was subject to some severe criticism during the early part of this year as a result of some “bogus” products gaining the label (US GAO, 2010). In addition, the requirements for accreditation were also being revised. This is likely to be the cause for the slow progress of this standard. However, despite the draft standard remaining a draft, the EU consultant for Lot 3 Sound and Imaging Equipment, which includes games consoles, has continued to use this as a basis for their policy recommendations. Although this is of concern to the stakeholders involved in games consoles, it does on the other hand allow for the collection of more data to back up any concerns with the draft. 2.3 French Grenelle Environmental Labelling In the 6 month report this product carbon foot-printing initiative was briefly discussed. Initially due to come into force as early January 2011, the scheme required that all products on the marketplace in France must have a carbon label. The French government has now realised, after undertaking some preparatory work, that this is too short a time span to implement legislation with such wide reaching consequences, and that nothing would be ready for the initial deadline. As a result the law has been transformed into an experiment which will focus on a few product groups. These will have product carbon labels displayed 8 Amanda Webb 12 Month Progress Report on them from January 2011 and public reactions to these will be monitored (Freshfields Bruckhaus Deringer, 2009). Although this legislation has not come to fruition as originally planned, it does show that product carbon foot-printing remains a focus for many countries and organisations. However, the benefits of carbon labelling are still not widely accepted. A recent article in (the ENDS Report, 2010) discusses how carbon labels make no sense and do not help consumers. It also states that the reliability of the data used to calculate the footprints is low and that data can vary over time and between labels making them barely comparable. It is also suggested that, for energy using products, energy efficiency measures should be used as they are more reliable and easier for consumers to use and compare. 2.4 Russian Efficiency and Labelling Legislation Although consoles have not yet been mentioned under this developing legislation it is likely that, as has been shown with other energy legislation, market coverage will increase over time. In December 2009 decision N1222 was published concerning energy efficiency or products on the market in Russia. This includes a list of product types to be covered by the legislation when it comes into force in January 2011. These products must be supplied with information on their energy efficiency class. In addition, further products are listed which will have to comply by January 2012 including computer monitors and printers (Government of the Republic, 2009). The energy class will be based on a similar format to that of the EU Energy Label whereby A denotes the most efficient products and G the least efficient. More recently an order was published, April 2010, giving more details regarding the testing which will be used to assign the energy classes to products. In addition, the Association of European Business in the Russian Federation has been working on a draft paper related to federal law on energy saving and improving energy efficiency. This group has suggested that measurements and declarations should be in line with EU Directives and that at present the requirements regarding the presentation of information to the consumer and supporting documents are excessive. 2.5 Canadian Energy Legislation In June of this year the Canadian government published some regulations amending the energy efficiency regulations (Government of Canada, 2010). This is part of a process currently being undertaken to increase the stringency and scope of Minimum Energy Performance Standards (MEPS), to introduce new MEPS for products including external power supplies and electric boilers. As with the Russian law discussed above, this has no direct impact on the games console market, however it further highlights the constant revision of energy efficiency policies to increase coverage. One of the greatest concerns for manufacturers regarding new legislation in the efficiency arena is the extra workload and expense that may occur if requirements are not sufficiently harmonised. This is something which Digital Europe, an industry association, often focuses on when sending feedback regarding the development of legislation for energy using products. 9 Amanda Webb 2.6 12 Month Progress Report Australia and New Zealand A document was published by the Australian and New Zealand governments in June 2010 discussing product energy profiles of numerous pieces of Home Entertainment Products (HEP), including games consoles (Equipment Energy Efficiency Program, 2010). This is posed as a consultation document which may lead to the introduction of legislation regarding these products and their energy use. The following points are of particular relevance and interest to this doctoral research: o Energy use for HEP is estimated to be responsible for at least 5% of household energy consumption in Australia – more than washers, dryers and dishwashers combined; o Data suggests that over 41% of households in Australia have a games console; o Data for consoles indicates that consoles consume approximately 140 kWh of electricity per year; o The use profile for games consoles, based on surveys in Australia in 2001 and 2009 in with reference given to ENERGYSTAR® and EuP assumed hours of operation, is as follows per day: o On-mode: 2 hours Active standby: 5 hours Passive standby: 10 hours Off: 7 hours There is a large variation between console active-standby power consumption. This document, although giving specific consideration to consoles, has only just added these products to their remit and therefore the data available for comparison is minimal. Consideration has been given to other programs around the world with similar objectives, such as ENERGYSTAR® and EuP. However, particularly for consoles it appears that the data being used in the analysis is incomplete and out of date. It is also true to say that the modes used in the report are confusing and do not correlate to other initiatives and those definitions. 2.7 New UK Government In May 2010 a general election was held in the UK. The result was a hung parliament, a situation whereby no party has a clear majority. This has led to the formation of a coalition government between the Conservatives and the Liberal Democrats. Obviously a change in governance is inevitably going to impact the environmental policies in place and also those likely to be implemented in the future. In addition, the two parties forming the coalition have very different stances on environmental issues. Therefore, this is likely to have an even greater effect than would be expected from a normal change in government. This section briefly outlines the new Governments’ plans for the environment and how this might affect the console industry and energy efficiency improvement efforts. 10 Amanda Webb 12 Month Progress Report As part of the Climate Change Act 2008 the Climate Change Committee (CCC) was created to advise the government on setting carbon budgets and reporting progress made on cutting greenhouse gas emissions (Committee on Climate Change, 2010b). They published a report detailing innovation necessary for the UK to transition to a low carbon economy (Committee on Climate Change, 2010a). One of the so called technology paths, which are to help the UK achieve its carbon reductions, is improving the level of energy efficiency in all sectors. This highlights the key role that implementing energy efficiency measures will have in combating climate change. It is therefore likely that the UK Government will be keen to support the implementation of measures to limit the energy consumption of electronic appliances. This section continues to give a comprehensive review of energy efficiency instruments, and developments regarding these, since submission of the 6 month report. Furthermore, it highlights how important it is for organisations such as SCEE to be investigating their products and how environmental performance can be improved so that no deleterious effects to competitiveness are experienced. The introduction of new initiatives and instruments further reinforces the rationale for this EngD research and demonstrates the increasing focus on energy efficiency as a policy option to mitigate against climate change. 11 Amanda Webb 3 12 Month Progress Report RESEARCH PROGRESS This section of the report reviews the progress of the research planned in the 6 month report. It also discusses any deviations or changes to the work plan and why these occurred, in addition to any problems encountered and how these have been resolved. The two main aims of the research, as stated in the 6 month report, were to: Create a robust methodology for testing consoles energy consumption. This will involve the definition of modes and states which exist and take into consideration all functions of consoles. This will need to be flexible in order to respond to developments; and Gather data regarding the consumer use of consoles. These two themes of research are discussed below, in addition to a section covering Life Cycle Assessment and Carbon Foot-printing work which is being undertaken. 3.1 Console Testing Since submission of the 6 month report, which contained a proposal for extensive testing of past and current console generations, the aims and objectives of this research have been further refined. The main aims are to complete a TEC approach for a PlayStation®3 and to inform the development of a performance indicator for consoles. Therefore, to date, the testing of past generations of consoles has been suspended as there are strict deadlines regarding the EuP process which need to be met with appropriate information. Some consideration has also been given to verification testing. 3.1.1 TEC and Benchmarking The results of the initial testing of the PlayStation®3 were submitted to the consultants undertaking the Lot 3 preparatory study for inclusion in their draft Tasks 6 and 7 covering Improvement Potential and Policy and Impact Analysis respectively. This was in response to concerns raised regarding the power consumption data in the Tasks 1-5 report by industry at the stakeholder meeting, which was based on older versions of current generation products. It is also expected that this data will be incorporated into the finalised versions of Tasks 1 – 5 which are expected imminently. This data shows that since the initial release of the PlayStation®3, the energy consumption has decreased by over 50%. It also shows that during game-play the power use is around 98W, Blu-ray is around 85W and playing a DVD is around 78W. This testing was conducted according to the methodology set out in the console testing proposal included in the 6 month report. This data is to be combined with the research discussed in Section 3.3 regarding consumer research. These two data sources will then be used to estimate the TEC of a console which can then be used to assess the impact of specific policies and indicate where the greatest benefits can be achieved. 12 Amanda Webb 12 Month Progress Report As a result of problems regarding reliability of the test equipment, a new meter has been purchased which can connect to a computer and log the data at user selected intervals. Although this does mean that testing completed to date will have to be repeated, the electronic collection of data will enable a more complete analysis to be conducted giving a better indication of the variability of energy consumption within modes, rather than just recording the average over a set time period. The most interesting addition to the data collection will be the highest and lowest power draws in each mode for each function. This will give an indication of the tolerance that will need to be incorporated in a test method for games consoles. Once the initial testing of the PlayStation®3 has been completed for all functions and modes using the new meter, a detailed sampling methodology will be created to answer some of the questions that may be posed by this data. Furthermore, some hypotheses will be proposed and then tested. This might include things such as should the units be tested for longer than 5 minutes?; which modes should a TEC approach include?; is there a significant difference between the modes within a function for them to be considered separately in a TEC calculation? 3.1.2 Verification Testing This section summarises some of the methods currently in use for verification testing. This has been included here as it is important to understand how products are verified by the relevant bodies so that reported energy consumption figures will be gathered using similar methodology. It is also interesting to see the methods chosen for different products and therefore predict what consoles might be subject to. There are two main methods used in verification testing – Pre market qualification – products must be tested and data submitted to the relevant body before being placed on the market; and Post market surveillance – manufacturers are able to self-certify their products compliance which is then randomly checked by the relevant authority after the product has been placed on the market. These approaches both have pros and cons. Pre market qualification ensures that all products placed on the market qualify for the relevant label or standard. However, this approach is not favoured by manufacturers as it places both financial burden and time constraints on their products reaching the market. This is the way that ENERGYSTAR® is moving as a result of problems highlighted with their current system where products have carried the ENERGYSTAR® label but do not actually qualify. In terms of post market surveillance, this does allow manufacturers to claim compliance to a standard or label without being subject to any third party confirmation of this. However, this does reduce the burden placed on manufacturers and is also the method favoured by the European Commission (Truszczynski, 2010). Of the IMs already adopted under the EuP Directive, the accepted methodology regarding verification testing for Member State authorities is as follows. Initially one unit is tested. If 13 Amanda Webb 12 Month Progress Report the results of these tests do not comply with the limits stated in the IM then three additional units are to be tested. It is important to note that a tolerance of 10% is given for most of the products which currently have IMs. Two exceptions to this are TVs, which have a 7% tolerance, and External Power Supplies which have a 0.1 W tolerance on “no-load” condition and a 5% tolerance on average active efficiency. The Lots regarding lighting have a slightly different approach in that 20 lamps of the same model and manufacturer are randomly selected and then an average taken. Again, a 10% tolerance is allowed. If it is necessary to test three then an average is taken and if compliance is still not achieved then the product fails the verification procedure. Within the ENERGYSTAR® process the manufacturer is responsible for choosing a laboratory to conduct the product testing and also to make available a list of retailers from which the product can be purchased. The laboratory then gathers the products for testing and conducts the testing. It is also stated in that if testing is done “in-house” then they must take responsibility to ensure that it is representative of all other units (Energy Star, 2009a). However, due to the recent concerns over product accreditation, as discussed in Section 2.2, this is likely to be changed in the very near future. This is set to move to pre market certification, as described above. It is interesting to question how and why these methods have evolved and whether they are effective. At a recent conference regarding Monitoring, Verification and Enforcement of energy efficiency policies, it was stated that the tolerances incorporated into test methods do not necessarily have any scientific validity and have often just been carried across from previous test standards without question (Evans, 2010). It could also be claimed that test procedures have evolved to test things which can easily be tested as opposed to things which would be the most useful to test. A complete review of test standards and how they are created will be included in the next progress report. This will be done in collaboration with employees at SCEE who are involved in product testing and verification. 3.1.3 Performance Indicators The idea of creating a performance indicator for games consoles was addressed in the 6 month report. This section aims to further understand how efficiency can effectively be incorporated into policies, as opposed to simply introducing limits on power use. At present, the Lot 3 study for Sound and Imaging Equipment is failing to address differences in performance and functionality of high and standard definition consoles. Other EuP Lots, in addition to other types of energy efficiency instruments, have been studied to see if this is a common theme. This section discusses any products that have successfully had performance indicators developed which take into account the differences between products within a group. 3.1.3.1 Lot 5 Televisions Performance is given significant coverage in the IM for TVs which was adopted in 2009. Both screen area and resolution are considered when calculating the on mode power consumption limits. This gives high definition screens an extra allowance until Tier 2 14 Amanda Webb 12 Month Progress Report requirements are introduced in 2012, when only screen size will be incorporated in the measurement of performance. The test method also takes into account different screen types such as LCD and plasma (European Commission, 2009a). 3.1.3.2 Lot 13 Domestic Refrigerators and Freezers This also gives consideration to performance and an Energy Efficiency Index (EEI) has been created, as shown below: EEI = AEC/SAEC where AEC = annual energy consumption of appliance and SAEC = standard annual energy consumption of appliance. AEC = E24hours *365 and SAEC = Veq*M*N +CH where Veq= equivalent volume, M and N are values listed for different appliance categories e.g. upright freezer, and CH = 50 kWh/year for appliances with a chill compartment and a storage volume of at least 15 litres. There are 10 different categories of appliance all with different specifications. Every 2 years the EEI will be ratcheted down. This is to be revised 5 years after entry into force (European Commission, 2009b). 3.1.3.3 Lighting For both the domestic and tertiary/street lighting Lots a measure of lamp efficacy is employed in order to incorporate performance. Lamp efficacy is given using the following equation: ηlamp = Φ/ plamp Where Φ = luminous flux emitted; and Plamp = power consumed by the lamp. There also used to be consideration given to whether lamps were clear or non-clear, however new legislation has now been introduced which will eliminate non-clear lamps from the market by 1st September 2012 (Energy Saving Trust, 2010). 3.1.3.4 External Power Supplies This Lot uses the nameplate output power, Po, as a guide for measuring efficiency. There are 3 different bands with different allowances. These are for Pos of below 1 watt, between 1 and 5 watts and greater than 5 watts. 3.1.3.5 EU Energy Label This explicitly includes a description of efficiency. For instance, the label for washing machines gives a figure for the energy consumption per cycle, in addition to the washing performance. 15 Amanda Webb 12 Month Progress Report 3.1.3.6 ENERGYSTAR® The ENERGYSTAR® program is much like EuP in that some lots consider performance, whilst others simply stipulate limits for different modes or a TEC limit for annual power consumption. The standard for TVs incorporates performance whilst the computer standard does not. This section demonstrates that efficiency can be effectively incorporated into measures for energy efficiency of products. However, it also shows that less than half of the Lots which have IMs in place are considering efficiency. Despite this low usage of performance indicators in EuP, it would appear that there are many options for consoles in this area and that it would be beneficial to promote the incorporation of this for games consoles. Possible performance indicators were discussed in the 6 month report, with pixels per kWh showing the greatest potential. 3.2 Implementation Methods for Efficiency Instruments This section discusses the existing EuP product Lots which have measures finalised and the similarities and differences between those Lots with voluntary and mandatory measures. This discussion is then applied to consoles and the type of measure that may best suit the Lot 3 product group in terms of regulation. Following on from this the methods of implementation of the measures have been discussed, for instance Typical Energy Consumption (TEC) versus a power cap approach, and any patterns or observations listed in terms of which may be most appropriate for consoles. Other potential options for consoles are also discussed and their appropriateness assessed. 3.2.1 Voluntary versus Mandatory This research aims to understand the rationale for using one method of implementation over another for particular product groups in the EuP Directive. This can then be used to inform which method may be considered the most appropriate for consoles in terms of its effectiveness and coverage. Of the Lots which already have Implementing Measures (IMs), both vertical and horizontal in nature, all are well defined product groups (European Commission, 2010). For example, Televisions, Refrigerators and Lighting all have a common, tangible and measureable functionality. In contrast, those Lots pursuing a Voluntary Agreement (VA) generally contain a variety of products, which although they may be produced by the same companies and have similar functionality, they are discrete products. In the case of Lot 18 complex Set Top Boxes, which is pursuing a VA, these products have varying functionality which is difficult to take into account. Also interesting to note is that none of the VAs are horizontal. This is likely due to the large number of stakeholders which would be involved and the difficulty this would add in reaching agreement and maintaining compliance. Another observation regarding the VAs under consideration is that they have been under consideration for long periods, despite one of the arguments in favour of VAs being the reduced bureaucratic burden. The initial proposal for Medical Imaging Equipment was 16 Amanda Webb 12 Month Progress Report made in 2008 with no preparatory study conducted, the Lot 18 study began in 2007 and the Lot 4 Imaging Equipment study began in 2006. All are yet to be finalised and agreed. In terms of market penetration, the product Lots with IMs are extremely common, everyday appliances and could be described as the low hanging fruit in terms of potential energy savings. It would be fair to say that the majority of households have the appliances with IMs in place, or use the service provided by the Lots frequently e.g. Street Lighting. In contrast, those Lots pursuing a VA tend to cover more specialist equipment, such as medical imaging or multifunctional devices. Lot 18 is an exception to this. Finally, the Lot which is most similar to that of Lot 3 Sound and Imaging Equipment is Lot 4 for Imaging Equipment. Both of these Lots contain a variety of products with different functionalities. Lot 3 is more diverse as the range of functionalities is greater, for example projectors versus games consoles. It will be interesting to follow the outcome of the Lot 4 discussions, however at present the VA for this Lot has been described as “too weak” due to the low proposed coverage (Eceee, 2010). It would appear that, given the patterns observed above regarding the EuP Directive implementation, a VA would be the most likely measure to be proposed for Lot 3. This is due to the large variety of products included in this Lot. However, a VA does rely on industry consensus, which until now has been difficult to establish between console manufacturers, although efforts are being made. 3.2.2 Implementation Methods This section covers the methods which are in use, or have been proposed, to implement energy efficiency instruments. This is in order to improve understanding of why one method may have been chosen over another for a particular product group. This can then be applied to games consoles and aid the decision regarding which method would best suit this product group. Table 3 summarises the implementation methods in use within the EuP process with a discussion below. Other energy efficiency instruments implementation methods are also discussed and their potential application to games consoles considered. 17 Amanda Webb 12 Month Progress Report Table 3 Summary of implementation methods in use within the EuP process. The implementation method(s) in use is marked with a Product Lot Power Caps Power caps with consideration given to efficiency Televisions Domestic Refrigerators and Freezers Use of a particular technology e.g. APD Typical Energy Consumption Simple Set Top Boxes Standby and off-mode losses Imaging Equipment Personal Computers Domestic Lighting Tertiary sector Lighting/Street Lighting Complex Set Top Boxes External Power Supplies It is encouraging to see that more than half of the EuP IMs incorporate the actual efficiency of the product and consider its performance and energy consumption. This indicates that fair comparisons are being made between products of the same type. However, four out of nine IMs simply stipulate power caps which do not consider performance and therefore may have unfair impacts on products which consume more energy but provide greater provision of service. Two Lots, Imaging Equipment and complex Set Top Boxes, have proposed the TEC method for measuring compliance. This is interesting given that both are pursuing a VA and also that one lot is a single product and the other covers many products. However, the common ground between these two lots is the large variation in functionality available on these products. 18 Amanda Webb 12 Month Progress Report Another approach which could be considered for games consoles is the use of additive allowances depending on the technical specification of the machine. This would involve setting power caps for each mode considered and then allowing X watts for so called “extra” functionality or improved performance offered. This would remove the issue of unfair competition between standard and high definition games consoles, for example, and also provide a framework which would be flexible to change as new generations are developed. It is also interesting to discuss here why the method of implementation is important and against what criteria its success can be measured. First and foremost, whatever the implementation method, improvements in efficiency must be made. It also needs to be challenging to manufacturers so that real action is taken, rather than setting requirements which can easily be met by all. Secondly, there should be no impact on the product performance and therefore the end use experience of the consumer. One example of this is the suggestion that consoles no longer offer DVD/ Blu-ray disc playback. This would, however, lead people to buy a console and a platform for playing media; something which will have significant environmental impacts. Thirdly, the cost of implementing a certain technology to improve efficiency should not entail excessive costs. It is inevitable that an increase in costs will be passed on to the consumer in the product price. This is only acceptable if the consumer will redeem this extra initial cost via the reduction in their electricity bills as a result of improved efficiency. It is clear from this section that multiple methods of implementation have been used so as to best suit the product under consideration. Although approximately half of the IMs for EuP do consider performance, the remainder do not. It is critical that performance is included otherwise efficiency cannot be measured effectively. However, the main consideration is that a reduction in energy consumption is achieved. This must not compromise the function of a product and it is more likely, that without giving consideration to performance, this will happen. It would appear that for multifunctional devices, a power cap approach has been the most popular and is therefore the most likely to be used for consoles and the Lot 3 products. 3.3 Consumer Research This section discusses the progress made over the past 6 months regarding the research of consumers and their use of consoles. Both the research conducted internally using the PlayStation Network and the results of the questions submitted to the ISFE study are discussed. 3.3.1 PlayStation® Network (PSN) data After the submission of the six month report the data regarding consumer use of consoles, available through the PSN, was collated and submitted to the EU Consultants carrying out the preparatory study for Lot 3 Sound and Imaging Equipment. This shows that, on average, each console is switched on for approximately 2 hours a day which includes all functionality. It is important to highlight that this is per console, not per user. This has been 19 Amanda Webb 12 Month Progress Report calculated using a statistic from the GameVision Europe study in 2009 which reports an average of 1.9 users per console (GameVision Europe, 2009). However, since submission of this data it has been realised that it is possible for more than 1 person to be active on an account. This could mean that the data collected from the PSN already accounts for the fact that 2 people use each console, and therefore the data overestimates console usage. At present, it has not been possible to exactly determine whether this is the case however some collaboration is currently under way with the PSN team regarding their understanding of this phenomenon. It has been stated by colleagues at SCEE however, that people are unlikely to share their account with others as there are incentives such as trophies to be won when playing games and there also exists a large social aspect to using the PSN and gaming online. Therefore, users would not like someone to “play” as them and interact with their friends. In addition, this data also gives no indication of idle time; it simply represents how long the console is switched on. Having said this, when a console is signed in to the PSN, it will be constantly communicating with the network regarding updates to software etc. Therefore, it is unlikely that there is any real idle time when a console is connected to the network. This research, in addition to that discussed below from the ISFE study, has been used to inform the creation of consumer profiles which can be seen in Section 3.3.3. 3.3.2 International Software Federation of Europe (ISFE) study The 6 month report contained questions which were submitted to ISFE for inclusion in the annual survey of video gamers in Europe. Overall 5,800 gamers were interviewed. The questions submitted as part of this research were asked to 4,168 gamers (3,814 when weighted), in 18 countries, who were identified as active on the three main consoles, namely the Nintendo Wii, the Xbox 360 and the Sony PlayStation®3. It is also highlighted that the study does not include any under 16 year olds, who are known to make up a significant proportion of gamers. Since the last ISFE study the definition of a video gamer has been expanded to include all those who have played a video game in the last 6 months regardless of whether or not they have bought one (Interactive Software Federation of Europe, 2010). This means that comparison between this study and the previous one would not draw accurate conclusions. The results returned from these questions were made available in mid-June are described and discussed below. Question 1: When the console is not being used is it: Always switched off switched off after less than 1 hour switched off after 1-5 hours switched off after 6-10 hours switched off after 11-15 hours 20 Amanda Webb 12 Month Progress Report left on for more than 15 hours always left on The aim of this question was to gain an understanding of how long consoles spend in “idle” mode in order to give some indication of the potential energy saving which could be achieved were a formal APD protocol implemented. For instance, do gamers tend to leave the console on for a few hours after they have finished playing in case they wish to, or know they will return to it later or do they always switch it off. The results for this question were very consistent with an average of 89% of gamers always switching off after use. There was very little variation between age, sex and region. One notable difference was that Xbox 360 and PlayStation®3 users had slightly lower switch off percentages than Wii users, 83% and 82% respectively versus 90%. This is shown in Figure 2. 100% 90% 83% 82% 90% A Sony PlayStation 3 A Microsoft Xbox 360 A Nintendo Wii 80% 70% 60% 50% 40% 30% 20% 7% 10% 6% 5% 7% 8% 4% 3% 3% 0% Always switched off Switched off after less than 1 hour Switched off after 115 hours 2% Left on for 15+ hours / always left on Figure 2 Switch off behaviour of active gamers for the PlayStation®3, Xbox 360 and Wii. The results were also split using the gamer commitment groups employed by ISFE to distinguish between users who use the console every day and those who may only use it once a week. The classification of gamer commitment is shown in Figure 3. These are based on hours of game-play a day and the number of games purchased in the last 3 months. 21 Amanda Webb 12 Month Progress Report Dabblers No regular play Up to ½ an hour per day Marginals (35%) Up to one hour per day Intermitent (16% ) One hour per day or more Average hours spent playing games Number of games bought in the last 3 0 or 1 games 2 games 3 or more games Magpies (9%) Dabblers (17%) Loyalists (16%) Committed (7%) Figure 3 ISFE Gamer Commitment Index The comparison between gamer commitment types showed a general trend that the more committed a gamer is, the less likely they are to switch off straight after use and the more likely they are to leave their console on. One example of this is that 3% of committed gamers leave their consoles on for more than 15 hours or all the time versus 0% of intermittent gamers. However, this gives only part of the answer which was required. It is not known how many sessions a user has per day. Therefore if for instance a user leaves their console on for between 1 and 15 hours after use then we can assume an idle time of 8 hours, the midpoint of the grouped data. However, as is very common, if they have two sessions a day then this would indicate 16 hours in idle time. This obviously has huge implications when measuring the impact of an APD protocol. Although it would appear that idle time could be calculated if data were available regarding the number of sessions, if a user who leaves their console on all the time had numerous sessions then this would lead to an estimation of idle time greater than the number of hours in a day. In order to resolve this, the number of sessions according to gamer commitment is currently under investigation using the PSN. In addition, an average session length will need to be calculated so that this can be subtracted from the idle time estimation. Question 2: If the console is switched off, do you: switch off the controller/s but not the console switch off the console to standby using the button on the front switch off the console to standby using the controller 22 Amanda Webb 12 Month Progress Report switch off the console using the on/off switch at the back of the console switch off at the plug/ unplug the console This question intended to give an indication of the time consoles spend in standby mode. The large range of options was offered to ensure that a user was able to exactly identify one of the options with their actual behaviour. It is assumed that: o Option 1 indicates the console is left in idle; o Options 2 and 3 indicates the console is left in standby; and o Options 4 and 5 indicate the console is switched off. Of the 89% of users who stated that they switch their consoles after use, 5% switched of their controllers and not the actual game system itself. In addition, 68% of this 89% switched off the console completely and the remaining 27% left the system in standby. These data are combined with the results for question 1 in Table 4. Table 4 Summary of switch off behaviour and the time taken to switch off Switch off Put on Switch off completely Standby Controller Leave on Always switched off 63% 21% 5% Switched off after less than 1 hour 2% 3% 1% Switched off after 1-15 hours 1% 3% 0% Left on for 15+ hours / always left on 2% There is a much larger variability between sex, region and console type in the responses to this question. For instance 42% of Wii users switch the console off at the wall versus just 28% of PlayStation®3 users. However, when looking at the following category, more PlayStation®3 users opt to use the off switch on the console than both Wii and Xbox 360 users. The most distinct differences can however be seen when comparing regions. These results are shown in Figure 4. This may be as a result of cultural differences and energy prices. It is important to remember this variation in switch off behaviour as if only one country was studied, and then the results applied across the SCEE territories, it would not accurately represent the population. Furthermore, this information is extremely interesting when studying the social aspects of console use and researching what motivates users to switch their consoles off. By understanding the consumer, console manufacturers may be better equipped to develop effective ways of increasing the proportion of people who switch their console off. 23 Amanda Webb 12 Month Progress Report Switch off Switch off Switch off Switch off Switch off 60% 51% 50% 44% at the plug/unplug the console the console using the on/off switch at the back of the console the console to standby using the controller the console to standby using the button on the front the controller/s but not the console 43% 40% 36% 32% 36% 34% 33% 35% 31% 33% 30% 22% 20% 21% 18% 15% 11% 9% 10% 28%29% 25% 10% 6% 4% 18% 18% 16% 9% 4% 6% 8%8% 5% 20% 17% 15% 11% 16% 11% 6% 4% 0% UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe Figure 4 Graph displaying the results regarding switch off behaviour in the different regions surveyed Question 3: Have you enabled the power management functions on your console? Yes, I have activated it No, I know about it but have not I have not activated it No, I am not aware there is a power management function on my console Don’t know One of the main issues with the results regarding power management was that 24% of Wii users said that they had activated the APD function on their console. Unfortunately, the Wii does not have an APD function at present. This indicates that there was an issue with the question formation. It does also question the reliability of all the survey results. Despite this blip, the remainder of the results for this question indicate some interesting trends. Firstly, it would appear that more committed gamers are more aware of the power management functions with intermittent and marginal gamers being the least aware. There are also distinct trends for males and females, with females being significantly less aware of the power management functions. It is likely that the erroneous result regarding the Wii is due to the language used to describe the functionality in question. In retrospect, had more time been available, it would have been beneficial to pre- test this question to ensure that “power management functionality” is a familiar and accessible phrase. This research has shown that there were fundamental issues with the questions submitted to ISFE. Not only did they give results which didn’t address the questions posed, they also returned unreliable results. The unreliable results may not be due to the question design; however this should have been tested prior to submission. 24 Amanda Webb 12 Month Progress Report Below is a brief summary of the information collected regarding consumer use of consoles from the remainder of the same study (Interactive Software Federation of Europe, 2010). o Overall, 76% of gamers play for less than 5 hours a week o PlayStation®3 and Xbox 360 gamers are more likely to play for longer and 25% of these users play for more than 10 hours a week. o Around 50% of console users use their console to play DVDS and listen to music o 23% of users access social networking sites on their consoles o Personal Computers remain the most used platform for gaming o On average, 46% of users of new consoles (Wii, Xbox 360 and PlayStation®3) use their consoles for gaming, both on and offline, for 6-10 hours a week. This is shown in Figure 5. Figure 5 Graph showing the estimated average hours of game-play by console over the last 3 months. 3.3.3 Consumer Profiles The aim of the consumer research was to understand what functions are used and for how long. By combining all the available datasets, and by making some assumptions, it has been possible to create some user profiles. These are extremely valuable as they can be used to calculate a TEC for all of SCEE’s consumers. This can then be used as a benchmark and allows the impact certain requirements to be assessed, as part of an implementing measure or voluntary agreement, in terms of potential energy savings. This is essential in order to maximise benefits. Below are the consumer profiles which have been developed thus far, given the information presently available. This is however, an iterative process and is likely to be subject to change as data collection is further refined. In addition, a simple TEC calculator has been created in Microsoft Excel, which allows for easy comparison of different policy scenarios. This summarises the game-play patterns of the three types of gamer described below and the energy consumption of the console in the different modes. 25 Amanda Webb 12 Month Progress Report Consumer profiles for high definition, multi-functional platforms. Game-play Using the ISFE study (Interactive Software Federation of Europe, 2008) the percentages of consumers which fall into the three categories are shown in brackets Heavy Gamer – Over 10 hours game-play per week (15%) Medium Gamer - 5-10 hours game-play per week (29%) Light Gamer – less than 5 hours game-play per week (56%) DVD/Blu-ray Using Game Vision Survey 2009 results – 33% of users use the Blu-ray/DVD function at least once a week, 30% less often (once a month), 38% not used in the last 3 months Assume: 1 hour 30 minutes a week for 33% of users (i.e. 1 film) 1 hour a week for 30% of users 0 for 38% of users Therefore on average – 47 minutes a week. Audio player Using Game Vision Survey 2009 results - 25% of users use the CD function at least once a week, 25% of users less often (once a month) and 50% not used it in the last 3 months. Assume: 1 hour a week for 25% of users 30 minutes a week for 25% of users 0 for 50% of users Therefore on average – 23 minutes a week. Other Functions In line with the results from analysis of actual consumer usage of PlayStation®3, it is estimated that each user uses their console for 7 hours and 49 minutes a week. If we use the medium gamer scenario as representing the average then: 5 hours of game-play, 50 minutes of DVD/Blu-ray, 25 minutes of Audio player gives us 1 hour 30 minutes other functions This information is summarised in Table 5. 26 Amanda Webb 12 Month Progress Report Table 5 Summary of consumer profiles for a high definition, multi-functional console Mode User Profile Gameplay DVD/Bluray Audio Player Other Total Heavy Gamer 10 hours 50 minutes 25 minutes 1.5 hours 12 hours 45 minutes Medium Gamer 5 hours 50 minutes 25 minutes 1.5 hours 7 hours 45 minutes Light Gamer 1 hour 50 minutes 25 minutes 1.5 hours 3 hours 45 minutes 3.4 Life Cycle Assessment (LCA) and Carbon Foot-printing In addition to the two main research themes discussed above, some research was also conducted in the LCA and carbon foot-printing arena. As outlined in Section 2, governments globally are taking more interest in the impact of products and their associated carbon footprints. Steps are also being taken to regulate the environmental impact of products, in the form of mandatory labelling, which could have serious deleterious effects on businesses if not approached with a good understanding of their products and the environmental impacts. The progress of this research is summarised below. 3.4.1 MSc Project One of the tasks identified in this area was to co-supervise an MSc project being carried out for SCEE. This was a study of game delivery from cradle to grave, comparing Blu-ray disc and digital download. The main conclusions are as follows: o For the Blu-ray Disc carbon footprint the most intensive phase is the consumer use phase; o For the digital download carbon footprint, the most intensive phase is the game delivery via the internet. However, the study assumes a rate of decrease of energy intensity of internet provision of 50% every 2 years. Therefore, by 2014, the consumer use phase becomes the dominant phase; o Comparing the two systems at present shows that digital delivery produces more carbon emissions than the Blu-ray disc by a factor of over 5, which takes into account predicted improvements in console and disc production efficiency. By 2019, this has reduced to a factor of just under 0.25; and o Although in theory this conversion of the two systems would suggest that at some point digital download would become less carbon intensive than Blu-ray discs, it is 27 Amanda Webb 12 Month Progress Report unlikely that this will be the case. This is due to increasing disc capacities which would require further internet provision. It is interesting to note that the consumer use phase of the discs or downloads is the most carbon intensive as of 2014. Although this study does not include the manufacture, distribution and disposal of the consoles themselves, the dominance of the use phase is important and particularly relevant to the current development of the EuP Lot 3. 3.4.2 Hotspot Analysis The aim of this exercise was to conduct a “quick and dirty” LCA to identify the hotspots in the product lifecycle of a PlayStation®3 console. This will enable attention regarding improving environmental performance to be focussed more efficiently and where the greatest benefits can be achieved. It is of particular interest to determine the relative significance of the manufacturing and use phases of the product. This is as a result of current pressure from the EU regarding the use phase energy consumption. It is believed that the estimates of the manufacturing energy use have been underestimated, particularly due to the high investment and proprietary nature of games consoles silicon development for chips, thereby making data availability minimal. It is also known that the LCA performed in the preparatory study for Lot 3 was based on the life-cycle of a washing machine, and therefore is unlikely to give a good indication of reality. The results of this study are simply intended for internal company use initially, and depending on the results, further research may be conducted in order to communicate externally. A LCA of a console was conducted by Sony Computer Entertainment Incorporated (SCEI) for the initial release model of the PlayStation®3 in 2007. However, this model is now out of date and the results are not believed to be very accurate. Therefore, a literature review will be conducted of available LCA studies covering the topics of electronics and computing to estimate the embodied carbon of a games console. If it is shown that manufacturing of consoles does contribute more to the carbon footprint of a console than the energy consumption during the use phase, this could be used in lobbying the EU for the development of a measure for consoles. The consultant’s report currently shows that the use phase is the most significant, which is the impetus for the regulation of consoles. If it is shown that the literature is insufficient to give a good indication of the embodied carbon of a console then primary data collection may be undertaken so that this figure can be better estimated. It is however acknowledged that this is a highly complex task and, given the proprietary nature of the data may be impossible. 28 Amanda Webb 4 12 Month Progress Report RESEARCH QUESTIONS AND PROJECT PLANNING This section will discuss the plan for the next 6 months of work. This will include the aims and objectives of research, in addition to any deliverables. 4.1 Console Testing This research has already resulted in the collection of some useful data which was submitted to the EU and included in the final draft tasks of the preparatory study for Lot 3. The extensive testing of past generations, which was a proposed task for the last 6 months of research, has not begun due to a greater need for other information regarding current generations such as the consumer usage profiles and the power consumption data. This project may still be undertaken, but it is unlikely to happen during the next 6 months. In addition, some problems were experienced with the testing equipment used to conduct this research. As a result a new power meter has been purchased and will be used to conduct all further testing. This equipment also has the ability to connect to a laptop which can then log the data being collected. This will improve the quality of data recorded and also allow for a more detailed analysis to be carried out. OBJECTIVES Perform preliminary testing on the PlayStation®3, covering all modes and functions, with the new equipment; Complete the dataset so that a TEC can be calculated and used as a benchmark for improvements in console energy efficiency; and Test numerous consoles of the same model to gain an understanding of the variability between consoles of the same model. TASKS Gather a full and comprehensive dataset regarding energy consumption for the PlayStation®3 slim model; Create hypotheses regarding console behaviour and energy consumption; and Create a detailed sampling strategy to test the hypotheses created above. 4.2 Consumer Research Much like the console testing research, this research has already resulted in some new and useful data which was able to be used by the EU consultants conducting the preparatory study for Lot 3. As well as providing some answers, it has in fact posed many more questions which need to be resolved. The plan for this is discussed below. OBJECTIVES To improve the reliability of the data gathered from PSN; To identify further plug-ins which could be tracked or created that would improve the resolution of data regarding consumer use; 29 Amanda Webb 12 Month Progress Report TASKS 4.3 Continue to monitor the researcher’s personal console use and compare it to that which is recorded by the PSN so that reliability and accuracy can be assessed; Consumer Profiles This research is the sum of the two themes described above in Sections and 4.3. To date, consumer profiles have been created using numerous available sources of data. OBJECTIVES The following objectives have been identified in order to progress the research regarding consumer profiles: Continue to refine the consumer profiles as more information becomes available; In particular need to understand the relationship between hours of game-play and the number of sessions held by users per week; Continue to develop a TEC approach to use as a benchmarking tool against other consoles and other home electrical equipment. TASKS Combine the datasets from the ISFE survey and the PSN to calculate the number of sessions for different types of gamers. This will help the calculation of idle time; Fill in the power consumption data gaps in the TEC calculator using the new meter. 4.4 LCA The study conducted by the MSc placement student has resulted in some extremely useful findings. Most importantly it has highlighted the energy use whilst playing games if of great significance when considering the life cycle of a disc. In terms of the Hotspot analysis, it has been decided that this will be of little use due to the limited availability of data and the large number of assumptions that will need to be made. Therefore it has been suggested that research concerning the embodied carbon of a console is conducted. To achieve this, the following work plan has been devised: OBJECTIVES To gain a better understanding into the relative importance of the manufacturing versus the use phase of a console. TASKS Conduct a literature review of available LCA studies regarding the electronics and computer industries using the MSc project as a starting point; and Use the console testing and consumer research to estimate the carbon emissions of a console when in use. More general objectives for the next 6 months include: 30 Amanda Webb 12 Month Progress Report Present a poster and give a presentation at the EngD annual conference in July 2011; Submit a draft paper to a journal for peer review. It is an objective of the next 12 months to publish a paper; and Monitor developments in the field of energy efficiency which have relevance to SCEE. All of these tasks are summarised in a Gantt chart shown below in Figure 6. 31 Amanda Webb 12 Month Progress Report Date 01/10/201 21/10/201 10/11/201 30/11/201 20/12/201 09/01/201 29/01/201 18/02/201 10/03/201 30/03/201 0 0 0 0 0 1 1 1 1 1 Combine ISFE and PSN datasets Calculate number of sessions per week for different consumer profiles Identify new plugins to track or create Complete the gaps in the TEC calculator Gather a full energy consumption dataset for the PS®3 slim Create hypotheses regarding consoles behaviour and energy consumption Tasks Design a sampling methodology to test these hypotheses Gain an understanding of the variability in energy consumption between consoles of the same model Collaborate with SCEE employees involved in product testing and verification procedures Improve understanding of how the testing equipment works Literature review of LCA studies available for electronics and computing industries Develop hypotheses to test for LCA of consoles and design methodology for further research Monitor developments in the energy efficiency arena Detailed plan for Jan -Mar Supervisor meeting First draft of 18 month report Submit 18 month report Figure 6 Gantt chart summarising the plan for the next 6 months of research. Red bars indicate the task has not yet been started and orange indicates that this is in progress 32 Amanda Webb 5 12 Month Progress Report CONCLUSIONS This report has documented the research progress made since the submission of the last 6 month report in April 2010. This also covers any deviations from the work plan set out in the previous report and why these occurred. Problems experienced in the research have also been documented and how these have been or will be overcome explained. It has also detailed any relevant developments in the research arena which may have an impact on the project itself, or change the context within which the project sits. This is followed by a plan for the next 6 months of research including objectives and tasks which are to be achieved by the 18 month stage. 33 Amanda Webb 6 12 Month Progress Report REFERENCES AEA 2010a. Building on the Eco-design Direcitve EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Draft Task 6 Report. AEA 2010b. Building on the Eco-design Direcitve EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Draft Task 7 Report. COMMITTEE ON CLIMATE CHANGE 2010a. Building a low-carbon economy - the UK's innovation challenge. COMMITTEE ON CLIMATE CHANGE. 2010b. Welcome to the Committee on Climate Change (CCC) [Online]. Available: http://www.theccc.org.uk/ [Accessed 23/07/2010]. DIGITAL EUROPE. 2010a. About Us [Online]. Available: http://www.digitaleurope.org/index.php?id=10 [Accessed 23/08/2010]. DIGITAL EUROPE 2010b. Digital Europe Comments on Lot 3 Personal Computers, Displays and Servers under the Eco-Design of Energy-Related Products Directive (ErP). ECEEE. 2010. Lot 4: Imaging Equipment: copiers, faxes, printers, scanners, MFD [Online]. Available: http://www.eceee.org/Eco_design/products/imaging_equipment/ [Accessed 08/07/2010]. ENERGY SAVING TRUST. 2010. Energy saving light bulbs take over [Online]. Available: http://www.energysavingtrust.org.uk/Resources/Features/Featuresarchive/Energy-saving-light-bulbs-take-over [Accessed 08/09/2010]. ENERGY STAR 2009a. Energy Star for Computers: Verification Testing Guidelines and Procedures Manual Version 1.0. ENERGY STAR 2009b. Program Requirements for Computers, Version 5.1 Game Console Requirements – Draft Final. EQUIPMENT ENERGY EFFICIENCY PROGRAM 2010. Home Entertainment Products: Product Profile - Survey of Compliance with Energy Efficiency Labelling Laws. EUROPEAN COMMISSION 2009a. Commission Regulation (EC) No 642/2009 of 22 July 2009 implementing Directive 2005/32/EC of the European Parliament and of the Council with regard to ecodesign requirements for televisions. Official Journal of the European Union, L 191. EUROPEAN COMMISSION 2009b. Commission Regulation (EC) No 643/2009 of 22 July 2009 implementing Directive 2005/32/EC of the European Parliament and of the Council with regard to ecodesign requirements for household refrigerating appliances. Official Journal of the European Union, L 191. EUROPEAN COMMISSION. 2010. Sustainable and Responsible Business: Ecodesign [Online]. Available: http://ec.europa.eu/enterprise/policies/sustainablebusiness/sustainable-product-policy/ecodesign/index_en.htm [Accessed 21/02/2010]. 34 Amanda Webb 12 Month Progress Report EUROPEAN PARLIAMENT AND COUNCIL 2009. Directive 2009/125/EC of 21 October 2009 establishing a framework for the setting of ecodesign requirements for energyrelated products (recast). Official Journal of the European Union, L285/10. EVANS, C. 2010. FRESHFIELDS BRUCKHAUS DERINGER 2009. News: Environment, planning and regulatory news. GAMEVISION EUROPE 2009. European Consumer Intelligence Report. GOVERNMENT OF CANADA 2010. Regulations Amending the Energy Efficiency Regulations. Canada Gazette, 144. GOVERNMENT OF THE REPUBLIC 2009. Decision on December 31, 2009 N 1222 INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2008. Video Gamers in Europe - 2008. INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2010. Video gamers in Europe 2010. KAUTTO, P. 2007. Industry-government interaction in the preparation of a new directive: Nokia, industry assoiciations and EuP. European Environment, 17, 79-91. REINTJES, N. & JENSEN, D. 2010. EuP Directive: Lessons learned from a stakeholder dialogue. REZESSY, S., BERTOLDI, P. & PERSSON, A. Are voluntary agreements an effective policy instrument? Insights and experiences from Europe. THE ENDS REPORT 2010. Consumer group slams carbon labels. the ENDS Report. TRUSZCZYNSKI, J. 2010. US GAO 2010. Energy Star Program: Convert Testing Shows the Energy Star Program Certification Process is Vulnerable to Fraud and Abuse. 35 Amanda Webb 18 Month Progress Report 18 Month Progress Report EXECUTIVE SUMMARY This report documents the progress made on the research project since submission of the 12-month report in October 2010. This includes a section updating global developments on energy efficiency measures, which mainly focuses on the finalisation of two preparatory studies on Energy related Products (ErP) in the European Union (EU). A great deal of time and effort has been spent inputting information to these studies over the past 6 months, in the form of feedback letters, as the studies now approach the point of drafting regulations. In addition, new action is beginning in the United States and there remains continued interest in games consoles globally as having the potential to contribute towards carbon emission reductions. This is followed by a section dedicated to updating the progress made on the main strands of the research, including any deviations from the work plan outlined in the 12-month report. The report concludes with a section detailing the plan for the next 6 months of research including tasks and deliverables. Overall, the research has progressed in line with the objectives stated in the 12-month report. Some actions were postponed due to issues with equipment; however, this has allowed other research themes to develop ahead of schedule, for example, the consumer profiles. Soon after submission of the 12-month report, a more detailed project plan was created and agreed with Supervisors. This has helped to refine the research topic and has given the project a much clearer objective. Each research theme is now associated with numerous sub-objectives and deliverables. Key research activities for the next 6 months of research include: Refinement of consumer profiles to include new data on number of sessions; Completion of paper and presentation for the Engineering Doctorate Conference in June; Submission of a paper to a peer-reviewed journal; Collection of a comprehensive power consumption data set for the PlayStation®3 and other current generation platforms; and Submit questions to the next International Software Federation of Europe consumer survey. i Amanda Webb 18 Month Progress Report GLOSSARY APD – Auto Power Down BAT – Best Available Technology BAU – Business as Usual ErP – Energy related Products EU – European Union GPU – Graphics Processing Unit ISFE – International Software Federation of Europe LCA – Life Cycle Assessment PC – Personal Computer PSN – PlayStation Network RoHS – Restriction of Hazardous Substances SCEE – Sony Computer Entertainment Europe Ltd TEC – Typical Energy Consumption WEEE – Waste Electrical and Electronic Equipment List of Tables Table 1 Complete consumer profiles for PlayStation®3 users ................................................. 10 Table 2 Comparison of estimations for PlayStation®3 TEC ...................................................... 12 List of Figures Figure 1 Switch off behaviour for different gamer commitments on PlayStation®3 .............. 11 ii Amanda Webb 18 Month Progress Report CONTENTS EXECUTIVE SUMMARY ................................................................................................................ i GLOSSARY................................................................................................................................... ii List of Tables .............................................................................................................................. ii List of Figures ............................................................................................................................. ii CONTENTS ................................................................................................................................. iii 1. INTRODUCTION ................................................................................................................. 1 2. DEVELOPMENTS REGARDING ENERGY EFFICIENCY INSTRUMENTS AND STANDARDS ..... 2 2.1. 3. Energy related Products (ErP) Directive ................................................................... 2 2.1.1. Lot 3 Sound and Imaging Equipment ............................................................... 2 2.1.2. Lot 26 Networked Standby .............................................................................. 4 2.2. Energy Star V6.0 ....................................................................................................... 5 2.3. Bill S398, United States............................................................................................. 6 RESEARCH PROGRESS ........................................................................................................ 7 3.1. Console Testing......................................................................................................... 7 3.1.1. 3.2. 4. Why has power consumption decreased over time? ...................................... 7 Consumer Profiles .................................................................................................. 10 3.2.1. Comparison to data in ErP Lot 3 .................................................................... 11 3.2.2. Critical review ................................................................................................ 13 3.3. Carbon Footprinting and Life Cycle Analysis .......................................................... 14 3.4. Journal Publications ................................................................................................ 14 RESEARCH OBJECTIVES AND PROJECT PLANNING .......................................................... 15 4.1. Console Testing....................................................................................................... 15 4.2. Consumer Research ................................................................................................ 16 4.3. Journal Publications ................................................................................................ 17 4.4. Project Plan ............................................................................................................ 18 5. CONCLUSIONS ................................................................................................................. 20 6. REFERENCES .................................................................................................................... 21 7. APPENDICES .................................................................................................................... 23 Appendix 7.1 Document explaining what the power meter measures when testing a games console for power consumption .............................................................................. 23 Appendix 7.2 Abstract for Engineering Doctorate Conference Paper................................. 27 iii Amanda Webb 18 Month Progress Report Estimating ‘Use-Phase’ Consumer Profiles for Multifunctional Electrical Appliances............. 27 iv Amanda Webb 1 18 Month Progress Report INTRODUCTION This report discusses the progress made on the doctoral research since submission of the 12-month progress report in October 2010. It includes an update on the status of the tasks outlined for the past 6 months of research, in addition to contextual developments such as new legislation. Any deviations from the work plan outlined in the 12-month report are identified and explained. The remainder of the report is dedicated to planning the next 6 months of research and the outcomes and deliverables expected from this work. This is summarised in a project plan found in Section 4. 1 Amanda Webb 2 18 Month Progress Report DEVELOPMENTS REGARDING ENERGY EFFICIENCY INSTRUMENTS AND STANDARDS 2.1 Energy related Products (ErP) Directive The ErP Directive has now been in force for nearly six years and a study to establish an amended working plan has just begun. This study will set out a list of energy related product groups, which are considered a priority for the adoption of implementing measures under the ErP Directive between 2012 and 2014 (VHK, 2011). The first working plan was adopted in 2008, for the period 2009-2011, which indicated sound and imaging equipment, transformers, network, data processing and data storage equipment, among others, as priority product groups for further study (Commission of the European Communities, 2008). Before this was the so-called “transitional period” which saw the completion of 14 preparatory studies until the first working plan was implemented in 2008. In a broader context, the European Commission has recently published a new roadmap for moving to a low carbon economy in 2050 (European Commission, 2011b). This restates the importance of energy efficiency policies in order for the EU to become a low-carbon economy by 2050. It is also highlighted, however, that current efforts will not be sufficient for the EU to reach its target for a 20% improvement in energy efficiency by 2020. As a result, a new Energy Efficiency Plan (European Commission, 2011a) has been published alongside the roadmap. This document reiterates that energy efficiency is the most cost effective way to save energy. Interestingly, the document suggests increasing mandatory energy efficiency requirements for industrial and household appliances. This is likely to affect the speed and direction of developments under the ErP Directive. The following sections discuss the developments relevant to games consoles that have taken place under the ErP Directive since the last progress report. 2.1.1 Lot 3 Sound and Imaging Equipment The final report on the preparatory study Tasks 1-7 for Lot 3 was published in October (AEA, 2010). Although many of the comments and data submitted by SCEE, and other console manufacturers, are now included in the report, there remain serious concerns over some aspects. The following issues were highlighted in feedback sent to the consultant, which was coordinated by the research engineer: Typical Electricity Consumption (TEC) is not suitable for application to games consoles – The suggestion for the use of the TEC approach in regulating games consoles was added to the report at a very late stage without full consultation of stakeholders. SCEE does not support this approach given its many limitations, some of which are discussed in the report. The main contention with the TEC approach is that it will quickly become obsolete due to the dynamic nature of console functionality, and therefore consumer use, in addition to the difficulty in defining discrete power modes. This will lead to energy savings opportunities being missed while new functionality is incorporated into the TEC calculation. 2 Amanda Webb 18 Month Progress Report Definition of modes - A particular area of contention for SCEE is the use of the term “Idle”. This is used to describe a scenario where the console is not receiving any user input. However, despite not receiving user input, the console continues to be active either continually refreshing or redrawing the image on screen or loading the next game scene. A preferred term is navigation mode, although a definition still needs to be agreed. Sleep mode requirements are not achievable – in order to comply with these regulations, the PlayStation®3 would need to be completely redesigned, which at this point in the product lifecycle is too costly. Lack of equivalence between requirements for gaming PCs and games consoles – Many comparisons are drawn between gaming PCs and consoles, which is sensible as they provide similar functionality. However, in some instances this comparison has not been done fairly. For instance, gaming PCs which consume more power whilst providing the same function are not required to implement power management technology. Some recommendations are made for games console software, which is also not equivalent to recommendations for PC games. This includes a mandatory auto-save function, which is not necessary for all games. Use of additional components for non-gaming function – it is recommended that separate circuits are introduced for the provision of media playback, for example, so that the power use is reduced. This is neither feasible from a cost nor technological point of view. However, power management such as clock and power gating (discussed in Section3.1.1) may ensure that each function is provided in the most efficient way. Reference to withdrawn ENERGYSTAR® draft V5.1 – The report continually refers to the withdrawn ENERGYSTAR® draft for games consoles. This was withdrawn due to serious stakeholder concerns over the validity of the assessments. Therefore, to base further analysis on this information is not appropriate and it has been requested by SCEE that these references be removed. Incorrect market evaluation – the report proposes limits that will apply after 2014, by which time it is anticipated that the PlayStation®3 will not sell anymore. This is based on spurious assumptions and fails to consider the lifecycle of the PlayStation®2, which is still on sale today after launching in 2000. If this information is not corrected this will have severe implications for the continued sale of PlayStation®3, as at this stage of the product lifecycle it is too costly to redesign the hardware. Life Cycle Analysis and Life Cycle Cost Curves – While it is understood that these analyses are very complicated to perform for electronic equipment, such as games consoles, the process followed and any assumptions made in the report are not transparent. Given the gravity of the conclusions drawn from these analyses, it is essential that data sources are explicitly referenced in addition to the limitations and assumptions made. 3 Amanda Webb 18 Month Progress Report The next step in the ErP process is the consultation forum. As yet, no date has been set for this. To date, the Commission has been unhappy with the progress of this study and have therefore requested that industry take a lead in the process. As a result, Microsoft, Nintendo and SCEE are working on a proposal, which it is hoped will form the basis of a voluntary agreement or implementing measure. Despite the duration of the preparatory study, numerous areas require further research. Information is needed regarding things such as mode definitions, efficiency measures and consumer profiles. 2.1.2 Lot 26 Networked Standby The Lot 26 preparatory study was motivated by the results of the Lot 6 Standby and off mode losses study (Fraunhofer Institute for Reliability and Microintegration IZM, 2010). The Lot 6 study identified the issue of Networked Standby and concluded that an increasing number of products will offer functions and services accessible via an existing network link. This results in products spending less time in standby mode, which is generally a very low power mode, and more time in a higher power state ready to respond to signals from the network. An original estimate suggested that energy consumption, as a result of networked standby availability, would increase by 25 TWh per year for the European Union. Like Lot 6, Lot 26 is another example of a horizontal ErP measure. This means it is applicable to all products that have networked standby modes, as opposed to Lot 3, which specifically relates to audiovisual equipment. The preparatory study was completed in December 2010 and the stakeholder meeting held in February 2011. Unfortunately, there were many incorrect assumptions in the study about games consoles, which led to predictions of large energy savings through regulation. Due to major concerns with the validity of the study and its conclusions, the research engineer coordinated comments, on behalf of SCEE, and submitted feedback to the consultant undertaking the study. The main concern is related to the fact that Lot 3 already covers this aspect of games console energy use. Therefore, both SCEE and other manufacturers question the benefit of continuing to include games consoles in Lot 26. Other concerns with the report are outlined below: Poor consideration of games console technology – Given the horizontal nature of the Lot, the report fails to consider in sufficient detail the nature of games consoles. Games consoles are a diverse product group, with large variability in the functionality and sophistication of gaming offered by the different platforms. Lack of understanding of Auto Power Down (APD) capability – Throughout the report, inaccurate statements are made about the availability of APD functionality on games consoles. The report fails to include reference to the advanced APD proposal created by industry as part of the Lot 3 process, which will reduce idle time to a minimum. Out of date power consumption data – The accuracy of the data included in the study, for the power consumption of games consoles whilst in different modes, is 4 Amanda Webb 18 Month Progress Report out of date. As part of the Lot 3 process, industry submitted up-to-date power consumption data so for inclusion in the analysis, yet this was not used in the Lot 26 report. Scenarios in the report for 2020 give estimates of power consumption that are higher than those recorded today on the PlayStation®3. It is essential that this information is accurate so that potential energy savings estimates are realistic. Inaccurate consumer behaviour data – Despite significant efforts by SCEE to submit information regarding the consumer use of consoles to the Lot 3 consultant, this information has not been included in the Lot 26 study. Instead, assumptions have been made about the Business as Usual (BAU) scenarios including 12 hours idle time per day for the provision of medium network availability. This is in contrast to data submitted to the Lot 3 study, which estimated that consoles are switched on for an average of 2 hours per day, including idle time. The lack of information transfer to have occurred between the two Lots is concerning given that industry has been extremely active in providing feedback to the Lot 3 process. An interesting aspect of the Lot 26 study is the perspective from which the situation is viewed. From one angle, the increasing network connectivity provided by products will increase the energy consumption in the use phase of the product lifecycle. This increase is attributed to the product spending more time in a higher power, network available, standby. However, viewing this from the other angle demonstrates that networked standby reduces the time equipment spends in idle mode waiting for a signal, thereby significantly decreasing the overall power consumption during the use phase. The key consideration for this study is to ensure that the latency period between the equipment receiving a signal and reactivating is not too long. A long latency would cause frustration to the user and increase the likelihood of the function being disabled. This would increase the time spent in idle and therefore, the associated energy consumption. It has been stated by Digital Europe, an industry group, (DIGITAL EUROPE, 2010) that the actual power consumption of the networked standby state is less important than avoiding equipment spending long periods of time in idle modes. 2.2 Energy Star V6.0 As discussed in the 12-month report, the ENERGYSTAR® programme has been subject to serious scrutiny and, as a result, the ENERGYSTAR® V5.1 for games consoles was completely withdrawn. In February of this year, it was announced by the United Stated Environmental Protection Agency that the ENERGYSTAR® V5.0 Computer specification is to be revised. The main priorities for this revision are to (United States Environmental Protection Agency, 2011): Develop more stringent energy efficiency measures for existing products within the scope standard scope; Harmonise the requirements with other international standards; Enhance test methods; and Reconsider usage patterns. 5 Amanda Webb 18 Month Progress Report The launch document makes no mention of including games consoles in the revision process although this may occur at a later stage in the process. 2.3 Bill S398, United States In February of 2011, a bill was published to amend the Energy Policy and Conservation Act to improve the energy efficiency of certain appliances and equipment (2011). This states that within one year of the enactment of the section relevant to games consoles, a study will be conducted of game console energy use and opportunities for energy saving. Based on the results of the study it will be determined whether to introduce minimum energy performance standards for games consoles. At present, it is unknown when any action will take place regarding the bill. However, it does serve to reinforce the attention that games consoles receive as energy using products. Regarding other initiatives mentioned in the 12-month report, such as the French Grenelle environmental labelling, no further developments have occurred within these. Any significant changes or progress on these, in addition to new initiatives, will be included in subsequent progress reports. 6 Amanda Webb 3 18 Month Progress Report RESEARCH PROGRESS This section describes the progress made against the work plans outlined in the 12-month report including achievements and instances where the work plan has changed. Soon after the submission of the 12-month report, a more detailed project plan was developed which superseded the one contained in the 12-month report. This stated clearer goals and objectives for the research, and has therefore led to some changes in the work carried out over the past 6 months. This includes the removal of Life Cycle Assessment activities as a separate research theme, and the addition of detailed objectives, tasks and deliverables for the other research themes. These are explained below and the new project plan is included in Section 4.4. 3.1 Console Testing At the time of the last progress report, it was anticipated that the console testing would be completed during the subsequent 6 months of research. Unfortunately, due to further problems with the testing equipment, this was postponed. A large period was spent troubleshooting the original Yokogawa Power Meter; however, no communication could be established between the power meter and a PC for data collection. Therefore, a new meter has been purchased. A plan for the console testing, to be conducted over the next 6 months, is detailed in Section 4.1. Although the testing of the console was not possible, the theory of power management was investigated and a summary document showing the relationships between metered power and the power consumed in a device was created. 3.1.1 Why has power consumption decreased over time? Since the launch of the PlayStation®3 in 2006, power consumption of the console has decreased by around 60%, despite there being no regulation to drive the change. This section first discusses the reasons for the power reduction, and then continues to explore how regulation can be used to help this process. There are many factors at work in the electronics sector in general, which drive reductions in power consumption. These include: Moore’s Law: This is a theory, proposed by Gordon Moore in 1965 (Wikipedia, 2011b), regarding the number of components on an integrated circuit. Studying a period of 7 years, Moore noted that the number of components had doubled every year since the invention of the integrated circuit. It was predicted that this trend would continue for at least 10 years. During the 1970s, Moore altered the rate to doubling every 2 years and this has proven to be accurate. One way of measuring this development has been the number of transistors per integrated circuit. More recently, Moore has stated that this trend cannot continue forever due to the size of transistors approaching the size of atoms. Since the launch of the PlayStation® 3, the size of the semiconductor has halved from 64nm to 32nm. This change was introduced on release of the slim version in August 2009. This saw a total redesign 7 Amanda Webb 18 Month Progress Report of the internal architecture resulting in a smaller, lighter console yet with increased memory and additional features. The smaller semiconductor has reduced the distance electricity has to travel between components, and therefore the energy loss via heat has decreased. Internal targets: More specifically, within SCEE, company targets and environmental objectives have helped to drive reductions in power consumption. As part of Sony’s Global Environmental Management System, which is aiming to achieve zero environmental impact by 2050, a target exists to reduce annual product energy consumption by 30% by 2015 from the fiscal 2008 level (Sony, 2011). Technological developments that may be incorporated in future console generations, to improve the efficiency and reduce power consumption, are discussed below. These should help to buck what is known as the “saw-tooth” trend. That is, on launch of a new product, the energy consumption is higher than the previous generation due to increased service provision. In the case of PlayStation® 3, this included Blu-ray playback and high definition graphics. During the product lifetime the power consumption decreases because of technological developments, such as improvements in chip technology as described above. Technologies that may improve the efficiency of consoles in the future include: Power gating: with each generation of processor technology, leakage power dissipation grows (Keating, 2007). Especially for portable devices, this is a growing problem. Power gating works to reduce the leakage power dissipation by turning off blocks that are not being used. Essentially power gating offers two power modes; a low power mode and an active mode. Power savings are then maximised by switching between these two modes at the appropriate time and in the appropriate manner, minimising the impacts to performance. Clock gating: similar to power gating, this allows parts of the chip to be “shut down” when not required by the product. In order to save power, clock gating support adds more logic to a circuit so that it can disable portions of the circuit so they no longer require power and only leakage currents are incurred (Wikipedia, 2011a). Studies have shown that power savings of up to 43% can be made without changing the chip architecture (Pokhrel, 2007). Software and hardware interface: the way that the hardware is used in consoles, and therefore how much power it consumes, can be controlled by the way the software interacts with it. An example of this in the current PlayStation®3 console is the Auto Power Down (APD) functionality. After a certain period of inactivity, a signal is sent to the hardware to put the console into standby mode. This means that the console spends less time in the higher power, inactive mode, thereby saving energy. This interface between software and hardware can be updated through patches, which are downloaded via the PlayStation® Network. This means that changes can be implemented throughout the lifetime of the product, in contrast to hardware changes, which only happen at specific redesign intervals. An 8 Amanda Webb 18 Month Progress Report example of this update capability is a patch that was downloaded to all consoles connected to the internet. This altered the APD settings, enabling them as default and setting the console to power down after one hour of inactivity. Lower voltage: Particularly for chips with fast processing speeds, energy lost through heat reduces the efficiency of operation. Chip sets and processors are now being designed to operate at lower voltages, thereby reducing energy losses through heat and improving the efficiency. Having discussed the factors that have driven reductions in the power consumption of consoles to date, the value of introducing legislation can be considered. The persistence of voluntary reductions must also be taken into account given that these are limited in some cases, for example miniaturisation of components. The internal Sony targets are extremely ambitious. They have developed against a background of increasing regulation of products regarding their environmental performance including the ErP, Waste Electrical and Electronic Equipment (WEEE) and Restriction of Hazardous Substances (RoHS) Directives. In addition, consumer awareness of the link between the products and services they use, and environmental damage is much greater. As a result of this, the voluntary actions that companies take as part of their commitment to the environment are being paid growing attention (CSR Europe, 2010). Therefore, this exerts pressure on organisations to commit to improvements in their products if they want to retain their market share. This increased pressure, from both regulators and consumers, has spurred on technological developments leading to improved environmental performance. However, the extent to which this has been accelerated by legislation is difficult to quantify. In the case of power consumption, technological changes are made to consoles for economic reasons – for instance, the slim PlayStation®3 is significantly cheaper than the original model, in addition to it offering greatly reduced power consumption. Therefore, it is important to identify the benefit that legislation can bring, without negatively affecting upon organisations’ business operations and stifling innovation. For example, one approach to regulation is to mandate the inclusion of specific technologies such as power gating. For a sector such as games consoles, there are just three main manufacturers operating in an extremely competitive environment. Therefore, to mandate the use of a specific technology will reduce the opportunities for innovation, which enables manufacturers to make their products distinct from others on the market. Reviewing current proposals for games consoles demonstrates that the focus is on reducing overall power consumption rather than increasing efficiency. Although each ensuing generation consumes more power, voluntary reductions in power consumption have consistently taken place within generations of game consoles. These are likely to continue as they contribute towards the business objectives, such as cost saving. Therefore, to regulate overall power consumption offers little added value. Legislation should instead be focussed on efficiency. This will allow manufacturers to continue to innovate, and offer improved functionality and higher definition graphics to consumers, but require a certain 9 Amanda Webb 18 Month Progress Report level of efficiency to be achieved. For example, in terms of the definition of graphics, a metric could be pixels processed per Watt. This approach will help to stimulate the market to invest in efficient technologies, whilst allowing innovation to continue. 3.2 Consumer Profiles Since submission of the 12-month report, good progress has been made on this aspect of the doctoral research. This has mainly involved the analysis of data collected on switch off behaviour. This information was collected via questions submitted to the International Software Federation of Europe study (ISFE) (Interactive Software Federation of Europe, 2010)by the research engineer. Work has also been undertaken to align the different data sets available on consumer use of consoles, so that information is in an equivalent format. This includes studies carried out by ISFE, GameVision (GameVision Europe, 2010) and Nielsen (Nielsen, 2009), in addition to internal industry data. This meta-analysis, conducted by the research engineer, has resulted in estimations for idle and standby time, aspects of consumer use profiles that have not been studied in detail before. The results of these activities have combined to allow average consumer use profiles to be created. The complete consumer profiles for PlayStation®3 users are shown in Table 1. Gamers have been separated into categories according to how many hours a week they use their console for gaming. This is based on a metric included in the ISFE study. Table 1 Complete consumer profiles for PlayStation®3 users Time (hours per week) Gamer Commitment Active Use Idle Standby Total on Off 2 0 129.5 131 37 Marginals 7 .8 2.0 39 49 119 Loyalists 15.8 8.2 35 59 109 10 4 55 - 99 Intermittent Mean Another key finding of this research to date is the switch off behaviour for PlayStation®3 users. As shown in Figure 1, all intermittent users switch off their consoles after use, meaning there is no idle time for these users. In contrast, heavier users are less likely switch their consoles off. This coupled with heavier usage, shows that large variations exist between different users’ energy profiles. 10 Amanda Webb 18 Month Progress Report Percentage Switch off behaviour for PlayStation®3 Users Always left on 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Switched off after 15+ hours Switched off after 11-15 hours Switched off after 6-10 hours Switched off after 1-5 hours Switched off after <1hr Always switched off Switch off behaviour Intermittent Marginals Loyalists Gamer Commitment Figure 1 Switch off behaviour for different gamer commitments on PlayStation®3 Although at present the resulting consumer profiles are based on many assumptions, to date this is the most comprehensive evaluation of game console users’ behaviour. One of tasks identified in the 12-month report was to calculate the number of sessions for different gamers. No further progress has been made on this yet, although internal information is currently being collected. This should be available imminently and will be incorporated in any further revisions of the consumer profiles. In the mean time, the number of sessions for the different platforms, reported in the Nielsen consumer study (Nielsen, 2009), is used. To arrive at the consumer profiles, the data has been manipulated and assumptions about consumers made. It is therefore necessary to perform a statistical analysis on the profiles in order to verify the confidence with which the reported behaviours can be disseminated and, furthermore, whether recommendations for policy can be based on these. 3.2.1 Comparison to data in ErP Lot 3 In order to demonstrate the contribution that the consumer profiles can make to the policy measures discussion, a table included in the final Lot 3 report (AEA, 2010) containing data regarding usage hours and power consumption of games consoles is compared to the data compiled by the Research Engineer. This is shown below in Table 2. 11 Amanda Webb 18 Month Progress Report Table 2 Comparison of TEC estimates for PlayStation®3 Description In use electricity consumption per year (kWh) No. of hours per year in use Standby electricity consumption per year (kWh) No. of hours per year at standby Idle-mode electricity consumption per year (kWh) No. of hours per year at idle-mode Total electricity consumption per year (kWh) Lot 3 power consumption figures (51.5 for idle and in use and 1.1 W for standby) Lot 3 SCEE Actual power consumption of PlayStation®3 (79 W for idle and in use and 0.7 W for standby) Lot 3 SCEE 10.7 26.8 16.4 41.1 208.1 520 208.1 520 4.0 3.1 2.6 2 3650 2860 3650 2860 26.5 10.7 40.7 16.4 514.67 208 514.7 208 41.2 40.6 59.7 59.5 Interestingly, the SCEE and Lot 3 datasets only differ by a small margin in terms of annual electricity consumption. This is despite the estimations of the time spent in different modes being significantly different. Most important to note are the large differences between the idle and standby time estimations. This will have significant implications for policy recommendations. For instance, the advanced industry APD proposal will have a lesser impact on TEC because idle time is much lower than estimated by the Lot 3 consultant. It is therefore essential that any other policy recommendations offer the greatest savings, otherwise the Commission will not accept them. It is assumed that the data taken from the Lot 3 study is per user. Therefore, it is important to remember that although there are only small differences between the Lot 3 and SCEE data, this is applicable to millions of users. In 2010, nearly 15 million games consoles were sold in the European Union alone (VGChartz, 2010). It is reported that on average, each console has 1.6 active users (GameVision Europe, 2010). Given that each kWh of electricity creates 0.544 kg of CO2 (Carbon Trust, 2011) and SCEE estimates for TEC are 0.4 kWh lower per user on average, this is equivalent to a difference of 0.2 kg of CO2 per user or 0.35 kg per console per year. For the consoles sold in 2010, this equates to 5222 tonnes of CO2. 12 Amanda Webb 18 Month Progress Report 3.2.2 Critical review Although the research conducted through the ISFE study by the Research Engineer, on behalf of SCEE, regarding consumer switch off behaviour has provided very useful, new information, certain improvements could be made if a similar activity was carried out again. The intention was to gather more information regarding the switch off behaviour of consumers, including how long it took consumers to switch off the console, how it was switched off and to what mode. In addition, a question concerning Auto Power Down (APD) settings was included. As with any social research based on consumer behaviour, results need to be considered carefully and the limitations of this data collection method explicitly explored. A wellknown limitation of market research via questionnaire is that people have a tendency to behave artificially when they know their attitudes and beliefs are under observation. In the case of this research, consumers may be embarrassed to admit that they never switch their consoles off. The accuracy of the results also heavily depends on the question formation. It is also essential to ensure that the questions posed will illicit the required response. As discussed in the 12-month report, there were some errors in the question formation, which led to erroneous responses. One example of this is the responses of Nintendo Wii users who stated that they had activated the APD function on their console; however, this does not exist on that platform. The main lesson from this consumer research is that a small sample of consumers should have been tested to ensure that the intended outcomes of the research would be achieved. One of the main missing elements, discovered after the results were collected, was the number of sessions gamers have. Without this, it is impossible to estimate accurately the idle time. A pilot study would have also identified some issues with the question design. Given that Nintendo Wii users stated that they had activated a function that did not exist on their console, there was obviously some confusion around the term power management. No explanation was offered alongside the question of what constituted power management; this may have reduced the confusion. However, it is not certain whether this was the reason for this discrepancy. It could also be attributed to consumers wanting to appear “green”. This is related to the concept of the “value-action” gap; people are aware of environmental issues and what they should do to reduce their impact, however they do not exhibit the pro-environmental behaviour. A commonly cited example of this is in recycling, where the numbers of people who say they recycle does not tally with the amount of waste recycled (Chung, 2007). Another issue related to semantics is the wording of the options for the question regarding after how long consumers switch off their consoles. Although many options are offered for consumers to choose, the first option “always switch it off” could be interpreted as being the same as all of the other options. For instance, a consumer may always switch their 13 Amanda Webb 18 Month Progress Report console off, but after 8 hours. This may have skewed the results towards a reduced estimation for idle time. It is anticipated that there will be further opportunities to submit refined questions to surveys such as the ISFE and GameVision studies. It will be useful to compare trends in switch off behaviour and consumers’ awareness of APD settings on their consoles between surveys. The reliability of the results will also be improved as a result of the lessons learned. 3.3 Carbon Footprinting and Life Cycle Analysis Another strand to this doctoral research, introduced in the 12-month report, was carbon footprinting of SCEE activities. A study of game delivery, conducted by an MSc student on a placement, showed that delivering games via Blu-ray discs has a smaller carbon footprint than delivery via download. The results of the study are extremely valuable to the wider carbon footprinting and digital media arena. Therefore, one of the tasks for the next 6 months will be to ensure that data is up-to-date and that the study is robust enough to undergo the peer review process. In particular, the impact of consumer shopping trips will be added to the current analysis. Although this does not contribute directly to the overall objectives of the doctorate, it is an excellent opportunity to experience first-hand the publication process. The LCA work outlined in the 12-month report has not been completed due to the focus of the doctoral research being refined and this falling outside of the scope. 3.4 Journal Publications One of the key activities identified in the 12-month report was to prepare a paper for the Engineering Doctorate Conference and another paper for submission to a journal. At that point, the topic of the papers was not finalised, nor was the journal chosen to which the paper would be submitted. To date, an abstract has been written for the Engineering Doctorate conference although the full paper is not yet complete. The paper, titled “Estimating use-phase Consumer Profiles for Multifunctional Electrical Appliances” will discuss the barriers to improving the quality of data available regarding consumer use of ErP. These include rapidly changing technology, increased functionality, changing product modes, problems defining modes across and between product groups, methodological issues and high costs. The full abstract is in Appendix 7.2. In terms of a paper to submit to a peer-reviewed journal, the conference paper will be extended to cover more aspects of the research to date. Furthermore, an opportunity has arisen to submit a paper to the 16th International Sustainable Innovation Conference. This conference covers topics such as sustainable technologies, product policy and market transformation, all of which are highly relevant to this research. This is an ideal forum to disseminate some of the research completed to date. 14 Amanda Webb 4 18 Month Progress Report RESEARCH OBJECTIVES AND PROJECT PLANNING This section will discuss the plan for the next 6 months of work. This will include the aims and objectives of research, in addition to any deliverables. A detailed project plan is also included in Section 4.4. 4.1 Console Testing During the next 6-month period, a comprehensive power consumption data set will be collected. This will be combined with the consumer profiles to estimate the energy savings that could be made through the different policy options currently recommended as part of the ErP Lot 3 process. OBJECTIVES Establish optimum time period to test power consumption; Collect power consumption data for PlayStation®3 for use in calculating a TEC. This will be used to benchmark PlayStation®3 against other products; Create an energy profile for PlayStation®3; and Understand the development of the relationship between functionality offered and power consumption for all generations of consoles. TASKS Record the power consumption of the PlayStation®3 slim performing all functions in each available mode; Analyse the data and create a console “energy profile” including measures such as navigation mode power is X% of active power; Using the definitions of modes in the Lot 3 ErP report, test what modes exist in power consumption terms. This may also involve the definition of new modes which more accurately describe the functionality of the console – e.g. alternative to idle; Develop an efficiency measure which is applicable to both current and future generation consoles for all platforms, e.g. pixels per Watt; Test multiple consoles of the same model to identify natural variability in power consumption; Create hypotheses about PlayStation®3 energy use and test them; Test other console platforms, including past generations of PlayStation® and other manufacturers consoles, and create energy profiles; Compare energy profiles of different platforms; Establish what aspects of console energy use can be improved, resulting in the greatest environmental benefit; and 15 Amanda Webb 18 Month Progress Report Analyse the evolution of console energy consumption over time and project how this might continue into the future. DELIVERABLES 1. Summary of the power consumption of the PlayStation®3 across its functionality, 22 nd July 2011; 2. Summary of the power consumption of other console platforms across their functionality, 31st October 2011; 3. Summary and comparison of the energy profiles of the console platforms tested, 31st October 2011; 4. Discussion of possible efficiency measures for games consoles, 31st October 2011; and 5. Discussion of the historical evolution of games console power consumption over time and how this may develop in the future, 31st October 2011. 4.2 Consumer Research Since submission of the 12-month report, this theme of research has developed significantly with the delivery of estimates for average standby and idle times for PlayStation®3 users. These aspects of consumer console use have not been studied in detail before, nor has industry data been used. This work has resulted in detailed estimations for consumer use of consoles across all current generation consoles. Further work, including calculating the number of sessions and analysing user data for 2010, are still to be completed in order to refine the existing profiles. OBJECTIVES To combine the consumer profiles with the console testing data to calculate the potential energy savings that can be achieved through different policy measures; and Continue to refine and add new information to the consumer profiles as it becomes available. TASKS Implement and test a plugin for the network gathering data on number of sessions (underway); Submit questions to the next ISFE study, building on those submitted to the 2010 survey and improved according to recommendations in Section 3.2.2; Assess the potential energy savings of different policy options (combined with power consumption data to be collected) and make recommendations for the ErP studies currently underway; Research factors that may influence how consumers switch off their consoles, and actions that manufacturers could take in this regard to reduce idle and standby times; and 16 Amanda Webb 18 Month Progress Report Add measures of statistical significance to the current consumer profiles to indicate the level of confidence associated with the results. DELIVERABLES 1. Document summarising the potential energy savings of different policy options, including recommendations for ErP Directives covering games consoles, 22nd July 2011; 2. Questions to submit to the ISFE study, due to take place in the second half of 2011, 17 th June 2011; and 3. Updated consumer profiles to include the new number of sessions data, 31st August 2011. 4.3 Journal Publications Now that the research is approaching the mid-term point, it is important to begin to disseminate some of the results, thereby making a tangible contribution to knowledge. This will involve the publication of at least two papers in peer-reviewed journals. OBJECTIVES Disseminate research findings; and Identify suitable journals and conferences to disseminate the research findings. TASKS Complete paper for the Engineering Doctorate Conference; Write a paper for submission to a peer-reviewed journal; and Write an abstract for submission to the 16th International Sustainable Innovation Conference. DELIVERABLES 1. Completed journal paper for submission to the Engineering Doctorate Conference, 21st April 2011; 2. Completed paper for submission to a peer-reviewed journal, 30th June 2011; and 3. Completed abstract for submission to the 16th International Sustainable Innovation Conference, 31st March 2011. 17 Amanda Webb 18 Month Progress Report 4.4 Project Plan Apr May Jun Jul Aug Sep Deliverables Sub Objectives Due Date FTE 1. Establish consumer profiles for games consoles Tasks Sub Tasks Implement and test plugin in for number of sign-ins (PSN) Calculate how many "sessions" users have for the different consumer profiles Analyse and collate data for PSN users in 2010 Compare 2009 and 2010 PSN consumer use data Submit refined questions regarding switch off behaviour to ISFE study of gamers Refine questions Test questions in a preliminary study Critically assess MEEuP methodolgy for consumer use estimation 31/07/2011 Conduct preliminary study 31/05/2011 30/06/2011 Testing mehodology 15/04/2011 1 3 5 1 2 3 2 2. Establish the power consumption of games consoles for different functions in different modes Tasks Sub Tasks Establish the most appropriate methodology to test console power consumption Test over different time periods to establish optimum testing time Test numerous game genres - is any single game representative of the sample? Test console to establish how much energy is consumed in different modes and when performing different functions Complete measurements Analyse results Create a console "energy profile" for PS®3 e.g. Idle mode power is X% of active power Write a report summarising console energy use Create hypotheses regarding consoles and energy use Establish which modes exist and which contribute significantly to total energy consumption Establish if there is a statistically significant difference between on and idle mode power consumption Research variation in energy consumption between consoles of the same model Create a work plan to test hypotheses regarding console behaviour and energy consumption Test the hypotheses according to the plan Analyse results Research variation in energy consumption between consoles of the current generation Test XBOX, Wii and PS®2 as per PS®3 Analyse results Summary of console testing results 22/07/2011 Plan to test hypotheses regarding consoles and energy consumption 01/09/2011 Summary of test results 14/10/2011 2 2 5 2 2 1 1 1 1 3 2 2 3 10 3 18 Amanda Webb 18 Month Progress Report 3. Calculate the life- cycle impact of the use phase and benchmark consoles against other products Tasks Assess savings made through EuP Lots already implemented - where could improvements be made? Check for exisiting literature on this topic Critically review the VA process - where could it be improved for consoles? 2 1 3 4. General EngD Tasks Tasks Sub Tasks Complete Mid course dissertation Write a detailed contents Review existing literature search Identify key literature Read and summarise key literature Draft report Submit first draft for comments and feedback Rework as necessary Submit for final comments Create a publication strategy for research Paper for Engineering Doctorate Conference Final draft Write a paper for submission to peer-reviewed journal Draft Paper Submit draft to Supervisors for comments Final draft Engineering Doctorate Conference Prepare presentation on conference paper Engineering Doctorate Conference One page summary on the EuP process for 24 month report Revise consumer porfiles document Framework for dissertation 11/05/2011 Up-to-date literature review First draft of mid term dissertation 15/07/2011 15/07/2011 15/07/2011 12/08/2011 12/08/2011 31/04/2011 2 3 3 5 5 0 0 0 2 21/04/2011 2 01/09/2011 3 0 0 03/06/2011 21-22/06/2011 18/05/2011 06/05/2011 1 2 1 3 Second draft of mid term dissertation Final draft of conference paper Final draft of paper for journal Submit presentation Attend conference 19 Amanda Webb 5 18 Month Progress Report CONCLUSIONS This report has documented the progress made on this doctoral research project since submission of the 12-month report in October 2010. It includes: an update to any developments regarding energy efficiency measures across the globe, with direct relevance to games consoles; an update to the progress made, including where and why this deviated from the work plan outlined in the 12-month report; and a plan for the next 6 months of research. This, in combination with the previous progress reports, will be consolidated over the next 6-month period in preparation for the mid-point dissertation. This will include a detailed literature review, and plan for the final 2 years of research. 20 Amanda Webb 6 18 Month Progress Report REFERENCES AEA 2010. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Task 1-7 Report. BIRD, J. 2007. Electrical and Electronic Principles and Technology, Elsevier. CARBON TRUST. 2011. Resources - conversion factors [Online]. Available: http://www.carbontrust.co.uk/cut-carbon-reduce-costs/calculate/carbonfootprinting/pages/conversionfactors.aspx#‘kWh’%20into%20‘kg%20of%20carbon%20dioxide’ [Accessed 10/03/2011]. CHUNG, S. S. 2007. The Value-Action Gap in Waste Recycling: The Case of Undergraduates in Hong Kong. Environmental Management, 40, 603-612. COMMISSION OF THE EUROPEAN COMMUNITIES 2008. Establishment of the working plan for 2009-2011 under the Ecodesign Directive. COM (2008) 660 final. Brussels. CSR EUROPE 2010. A Guide to CSR in Europe. DIGITAL EUROPE 2010. ErP Lot 26 - Networked standby losses Summary and Position EUROPEAN COMMISSION 2011a. Energy Efficiency Plan 2011. COM(2011) XXX. Brussels. EUROPEAN COMMISSION 2011b. A roadmap for moving to a low carbon economy in 2050. COM(2011)xxx. Brussels. FRAUNHOFER INSTITUTE FOR RELIABILITY AND MICROINTEGRATION IZM 2010. EuP Preparatory Studies Lot 26: Networked Standby Losses Draft Final Report Task 1-7. GAMEVISION EUROPE 2010. Autumn 2010 European Consumer Intelligence Report. INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2010. Video gamers in Europe 2010. KEATING, M., FLYNN, D., AITKEN, R., GIBBONS, A. AND SHI, K. 2007. Low power methodology manual : for system-on-chip design, Springer. NIELSEN 2009. The State of the Video Gamer: PC Game and Video Game Console User Fourth Quarter 2008. POKHREL, K. C. 2007. Phsical and Silicon Measures of Low Power Clock Gating Success: An Apple to Apple Case Study. Synopsys Users Group. San Jose. SONY. 2011. Green management 2015 [Online]. Available: http://www.sony.net/SonyInfo/csr/environment/management/gm2015/index.htm l [Accessed]. UNITED STATES ENVIRONMENTAL PROTECTION AGENCY. 2011. RE: EnergyStar Computer Stakeholders and Other Interested Parties. VGCHARTZ. 2010. Hardware Comparison Table [Online]. Available: http://vgchartz.com/hwtable.php?cons%5B%5D=Wii&cons%5B%5D=PS3&cons%5B %5D=X360&cons%5B%5D=PS2®%5B%5D=UK®%5B%5D=France®%5B%5 21 Amanda Webb 18 Month Progress Report D=Germany®%5B%5D=Spain®%5B%5D=Italy®%5B%5D=Scandinavia® %5B%5D=Other+Europe&start=39824&end=40181 [Accessed 23/03/2010]. VHK 2011. Amended Ecodesign Working Plan. WIKIPEDIA. 2011a. Clock gating [Online]. http://en.wikipedia.org/wiki/Clock_gating [Accessed 14/03/2011]. Available: WIKIPEDIA. 2011b. Moore's Law [Online]. http://en.wikipedia.org/wiki/Moore's_law [Accessed 14/03/2011]. Available: 2011. A Bill to amend the Energy Policy and Conservation Act to improve the energyefficiency of certain appliances and equipment, and for other purposes. 22 Amanda Webb 7 7.1 18 Month Progress Report APPENDICES Measuring the Power Consumption of Games Consoles It is vital to ensure, when measuring power consumption, that it is fully understood exactly what the meter is recording and any limitations and/or assumptions that are associated with these data. This document aims to explain the measurements taken by the meter, followed by a justification of why this is appropriate. To begin, it is necessary to establish some basics regarding power. Power is the energy delivered over per time and is the product of the voltage and the current. Current is the rate of change of charge over time and voltage is a measure of the potential difference between two points in a circuit. Therefore Power, P (watts) = Current, I (Amps) x Voltage, V (Volts) Electricity supplied by the grid is in the form of Alternating Current (AC) whereby the movement of electric charge periodically changes direction. This means that the voltage varies over time so that the power delivered is not constant. The alternating voltage, and resulting current, take the form of a sine wave as shown in Figure 1. Figure 1 Graph showing the variation in the voltage of AC over time taking the form of a sine wave (Electronics Engineering Technology, 2010) Considering the above, if we were simply to calculate the average power over one period of the sine wave, we would get zero as the positive and negative parts would cancel each other out. The peak voltage cannot be used as an estimate as, for the majority of the time, the voltage is below this. To get around the mathematical inconvenience, and represent the power delivered, the power values are reported as Root Mean Square (RMS) values. The RMS calculation squares the values across one sine wave, therefore ensuring that the negative and positive values do not cancel one another out. Averaging these values and then square rooting gives a value of 0.707 of the peak value. 23 Amanda Webb 18 Month Progress Report For a sine wave: Rms value = (1/√2) * maximum value = 0.707 * maximum value (Bird, 2007) Multiplying peak voltage by 0.707 is equivalent to the steady Direct Current (DC) value (Walls and Johnstone, 1992). Depending on the unit under test, resistance, inductance or capacitance may affect the power measurement. Power consists of three components – 1. Reactive Power – if the circuit contains a capacitor, and/or and inductor, they alternately store and then return power to the source rather than dissipating it. The rate at which this occurs is known as reactive power, measured as volt-ampere reactive (VAR) 2. Real Power - When a current flows through a resistor, it dissipates electrical energy; this is real power 3. Apparent Power – is the power a circuit is apparently dissipating. It is a combination of the real and reactive power measured in volt-ampere (VA). This is the vector product of the voltage and the current. Using a power triangle, as shown in Figure 2, the apparent power can be calculated, for a perfectly sinusoidal waveform, in a resistor-capacitor circuit. Real Power (Preal) θ Reactive Power (Preact) Apparent Power (Papp) Figure 2 Diagram showing how a power triangle can be used to calculate different types of power Therefore, using the cosine rule, cosθ = Preal / Papp So Preal = Papp(cosθ) Cosθ is known as the power factor of a device. As stated in International Standard 62087, covering measurement methods for the power consumption of audio, video and related equipment (IEC, 2008), “the power measurement instrument used shall measure the real power consumed regardless of the power factor of the device under test”. Furthermore, the draft ENERGYSTAR® requirements for games 24 Amanda Webb 18 Month Progress Report consoles (since withdrawn) also states that “the meter must be capable of measuring true power” (Energy Star, 2009). Due to energy stored in the load and returned to the source, apparent power is greater than real power. Therefore, power factor is calculated which is the ratio of the real power to the apparent power. In a purely resistive circuit the voltage and current change polarity in step, the power factor is 1 and electrical energy flows in a single direction across the network in each half cycle (see Figure 3). Figure 3 Graph showing the relationships between voltage, current and power in a purely resistive circuit, and the average power dissipated (Wikipedia, 2010) Where reactive loads are present, extra energy, in addition to any energy consumed in the load, is temporarily stored in the load in electric or magnetic fields and then returned to the power source sometime later. The net effect is that the voltage and current become out of phase thereby creating a power factor of less than 1. Different types of circuits react differently. Inductive circuits cause current to lag the voltage when changing polarity as they store reactive power. In contrast, in capacitive loads the current to leads the voltage when changing polarity. Figure 4 illustrates a scenario where no real power is consumed and the power factor is zero. 25 Amanda Webb 18 Month Progress Report Figure 4 Graph illustrating a capacitive circuit where no real power is consumed and the power factor is zero (Wikipedia, 2010) As specified in the Energy Star requirements, an approved meter constitutes the following criteria: Power resolution of 1 mW or better; An available current crest factor of 3 or more at its rated range value (where current crest factor = Ipeak/RMS I); and Lower bound on the current range of 10 mA or less. Both the ENERGYSTAR® Requirements and IEC 62087 suggest the following measuring resolutions: 0.01 W or better for power measurements of 10 W or less; 0.1 W or better for power measurements of greater than 10 W up to 100 W; and 1 W or better for power measurements of greater than 100 W The power consumption measurements will be taken with the Hameg HM8115-2 8kW Power Meter, which complies with the testing requirements outlined above. References BIRD, J. 2007. Electrical and Electronic Principles and Technology, Elsevier. 26 Amanda Webb 18 Month Progress Report ELECTRONICS ENGINEERING TECHNOLOGY. 2010. Unit 3: Introduction to Alternating Current and Voltage [Online]. Available: http://people.sinclair.edu/nickreeder/eet155/mod03.htm [Accessed 29/11/2010]. ENERGY STAR 2009. Program Requirements for Computers, Version 5.1 Game Console Requirements – Draft Final. IEC 2008. IEC 62087: International Standard - Methods of measurement for the power consumption of audio, video and related equipment. WALLS, R. & JOHNSTONE, W. 1992. Introduction to Circuit Analysis, St Paul, West Publishing Company. WIKIPEDIA. 2010. Power Factor [Online]. Available: http://en.wikipedia.org/wiki/Power_factor [Accessed 22/11/2010]. 7.2 Abstract for Engineering Doctorate Conference Paper Estimating ‘Use-Phase’ Consumer Profiles for Multifunctional Electrical Appliances A. Webb (1,2) (1) , K. Mayers , and C. France (2) 1. Sony Computer Entertainment Europe Ltd. London, England. 2. Centre for Environmental Strategy, University of Surrey, Guildford, Surrey, England. Abstract The European Commission estimates that Energy related Products (ErP) have the potential to reduce energy consumption within the European Union by 10%. In order to realise this potential the Eco-design Directive was adopted, with the additional aim of contributing towards European targets related to energy efficiency and carbon emissions. Under this initiative, various groups of products are studied and then regulated. Games consoles are currently being examined as part of the Sound and Imaging Equipment product Lot (Lot 3), which also includes video players and recorders and projectors. For authorities trying to identify potential energy saving opportunities, estimating socalled “typical” usage of ErP is an ongoing issue because of the large variation in the “real-life” situation, and the associated costs and complexities of measuring this. This study draws on new market and social research currently being used to create consumer profiles for high definition, multi-functional games consoles. These data have shown the estimates included in the Lot 3 preparatory study are inaccurate and based on hidden assumptions. Therefore, the policy recommendations are made without a full understanding of the resultant environmental implications and energy savings. This paper discusses the numerous barriers to improving the quality of data available regarding consumer use of ErP. The barriers include rapidly changing technology, increased functionality, changing product modes, problems with defining modes across and between product groups, methodological issues and high costs. The paper concludes 27 Amanda Webb 18 Month Progress Report with a discussion of possible approaches to this problem and recommendations for further work. Keywords: Energy Efficiency, Games Consoles, Use phase, Energy related Products, Eco-design Directive 28 Amanda Webb Mid-course Dissertation Mid-course Dissertation Executive Summary Since the launch of the first home games console in 1972, games consoles have grown significantly in popularity with sales of the current generation consoles on the market approaching the 200 million mark. Consoles have also developed rapidly in terms of the sophistication of gaming they offer and the number of additional functions, such as media play back and internet gaming. This increase in functionality has been accompanied by an increase in power consumption, a pattern, which is likely to continue without intervention. As a result, games consoles have been identified as a product group with the potential to reduce their energy use significantly through implementation of voluntary or mandatory measures. However, many of the assessments of games console energy use have been completed with a paucity of data for user behaviour and power consumption. For instance, the European Union Eco-design study on consoles estimated user behaviour based on data that only accounted for active use, representing just 10% of the total on time. To overcome this paucity of data, assumptions have been made in order to estimate the potential energy savings of different policy recommendations. From a policy perspective, it is essential to understand the product in question so that and requirements implemented offer the greatest energy savings possible, whilst maintaining product functionality. It is also important to consider future products and the longevity of any requirements. At present, this is not possible due to the lack of appropriate data, something that will be addressed in this research. The overall objective of this research is to identify the best approach for regulating the energy use of games consoles in order to reduce their environmental impact in the usephase. This will involve developing a detailed understanding of the elements involved in determining the energy use of games consoles, including user behaviour, power consumption, technological constraints and innovation. The research has three main themes: 1. Investigating and modelling user behaviour; 2. Calculating energy savings and modelling future technology trends; and 3. Assessing the effectiveness of current policy strategy for games consoles. Research theme 1 will result in the creation of user profiles for current and future generation consoles through the collection of empirical research on inactive use of consoles and analysis of trends in user behaviour. Key parameters of data collection for user behaviour will also be examined, such as the cost and time required to collect the data and who should be responsible for collecting data. This will involve interviewing key stakeholders involved in the Eco-design process including NGO and industry representatives and consultants undertaking preparatory studies. The results of research theme 1 will be used in research theme 2 that will create a base case of energy use for i Amanda Webb Mid-course Dissertation games consoles that is representative of the installed base. A future base case will also be developed, via assessment of likely trends in console functionality and technological developments. This will allow future energy savings to be predicted. Finally, research theme 3 will focus on the appropriateness of current policy strategy for games consoles and identify areas where policy could focus in order to increase the magnitude of potential energy savings. Alongside the research, two journal papers are planned for publication. 1. Estimating the Consumer Usage of Multifunctional Devices, for submission to the Journal of Energy Efficiency. The paper will use the example of games consoles to illustrate the complexity and large data requirement in order to quantify the use phase impacts. An assessment of key data collection parameters will also be included. This is planned for mid-way through year 3. 2. Regulating the Energy Efficiency of Games Consoles: What is the best approach?, for submission to the Journal of Energy Policy. The paper will describe the development of a model for identifying the “energy hotspots” in both current and future generation consoles. This will describe the work to model trends in user behaviour and technological developments to create a base case for the future. This will allow the effectiveness of policy recommendations to be assessed in addition to recommending areas that current policy strategy does not address. This will be prepared in the first half of the final year of the EngD project. ii Amanda Webb Mid-course Dissertation Contents Executive Summary..................................................................................................................... i Contents .................................................................................................................................... iii Abbreviations ............................................................................................................................. v List of Tables ............................................................................................................................. vi List of Figures ........................................................................................................................... vii 1. 2. Introduction ...................................................................................................................... 1 1.1. Section Objectives .................................................................................................. 1 1.2. Report Purpose ....................................................................................................... 1 1.3. Project Area ............................................................................................................ 1 1.4. Games Console power consumption...................................................................... 2 1.5. Industrial Sponsor................................................................................................... 3 1.6. Section Conclusion.................................................................................................. 3 Consideration of Games Consoles for energy saving ........................................................ 5 2.1. Section Objectives .................................................................................................. 5 2.2. Games Consoles...................................................................................................... 5 2.2.1. History of Games Consoles ............................................................................ 5 2.2.2. Diversity of Games Consoles.......................................................................... 5 2.2.3 Development of Interest in Games Consoles ......................................................... 7 2.3. 3. 4. Section Conclusion................................................................................................ 10 Quantifying the use-phase impact of games consoles.................................................... 11 3.1. Section Objectives ................................................................................................ 11 3.2. Typical Electricity Consumption (TEC) methodology and data requirements...... 11 3.3. User Behaviour Data ............................................................................................. 12 3.4. Power Consumption Data..................................................................................... 19 3.5. Section Conclusion................................................................................................ 21 Improving the Availability and Quality of Data: Research Completed to Date............... 22 4.1. Section Objectives ................................................................................................ 22 4.2. User behaviour ..................................................................................................... 22 4.3. Power Consumption ............................................................................................. 25 4.4. Calculating Energy Saving Opportunities ............................................................. 26 iii Amanda Webb Mid-course Dissertation 4.4.1. Lot 3 Predicted Energy Savings .................................................................... 26 4.4.2 Creating a New Base Case and Predicting Energy Savings of Industry Proposal 28 4.5. Section Conclusion................................................................................................ 30 5. Identifying the Best Approach for Regulating Games Consoles for Energy Efficiency and Power Consumption: Plans for Future Research .............................................................. 31 5.1. Section Objectives ................................................................................................ 31 5.2. Research Themes.................................................................................................. 31 5.3. Estimating and Modelling User Behaviour ........................................................... 32 5.3.1. Understanding User Behaviour.................................................................... 32 5.3.2. Developing a Methodology.......................................................................... 34 5.4. Calculating Energy Savings ................................................................................... 34 5.4.1. Creating an Accurate Base Case................................................................... 34 5.5. Policy Strategy ...................................................................................................... 36 5.6. Project Plan........................................................................................................... 37 5.7. Journal Publications .............................................................................................. 42 5.8. Section Conclusion................................................................................................ 42 6. Conclusions ..................................................................................................................... 43 7. References ....................................................................................................................... 44 8. Appendices ...................................................................................................................... 48 Appendix 8.1 Summary of the Eco-design Directive ......................................................... 48 iv Amanda Webb Mid-course Dissertation Abbreviations BAT – Best Available Technology CE- Consumer Electronics CEC – Californian Energy Commission CPU – Central Processing Unit DG ENTR – Directorate General for Enterprise and Industry EC – European Commission EngD – Engineering Doctorate EU - European Union GPU – Graphics Processing Unit HEPs - Home Entertainment Products ICT – Information Communication Technologies IEA – International Energy Agency ISFE – Interactive Software Federation of Europe kWh – Kilowatt hours MEEUP – Methodology for the Eco-design of Energy-Using Products MEPS - Minimum Energy Performance Standards NGOs – Non-governmental Organisations NRDC - Natural Resources Defense Council ROM – Read Only Memory SCE – Sony Computer Entertainment SCEE – Sony Computer Entertainment Europe TEC – Typical Electricity Consumption TWh – Terawatt hours WRAP – Waste and Resources Action Programme v Amanda Webb Mid-course Dissertation List of Tables Table 1 Sales figures for various consoles until 23rd July 2011 (VGChartz, 2011).................... 3 Table 2 Technical specifications and secondary functionality of current generation games consoles (What Console, 2011) ............................................................................................... 6 Table 3 Summary of proposed requirements for games consoles .......................................... 9 Table 4 Console user primary characteristics December 2008 (Nielsen, 2009) .................... 15 Table 5 Manufacturer measured average use profiles (AEA, 2010) ...................................... 15 Table 6 Summary of data for 2009 regarding game play hours and the use of secondary functions on PlayStation®3 per user ...................................................................................... 16 Table 7 Summary of data for 2010 regarding game play hours and the use of secondary functions on PlayStation®3 per user ...................................................................................... 17 Table 8 Use Phase Inputs (Games Consoles) (AEA, 2010) ..................................................... 18 Table 9 Figures for annual power consumption of a games console per mode (Equipment Energy Efficiency Program, 2010) .......................................................................................... 18 Table 10 Summary of power consumption data available for the PlayStation®3 ................. 19 Table 11 Modal Power Demand Data for PlayStation®3 slim console .................................. 26 Table 12 Estimated TEC values for current high definition games consoles (AEA, 2010) ..... 28 Table 13 High definition base case for games consoles ........................................................ 29 Table 14 Projected energy savings for high definition consoles on adoption of the console industry’s proposal................................................................................................................. 29 Table 15 Detailed project plan ............................................................................................... 38 vi Amanda Webb Mid-course Dissertation List of Figures Figure 1 Gamer commitment index with figures for 2009 (GameVision Europe, 2009) ....... 13 Figure 2 Gamer commitment index with figures for 2010 (Interactive Software Federation of Europe, 2010) .................................................................................................................... 14 Figure 3 Chart showing the reduction in power use of the PlayStation®3 since its launch in 2006 ....................................................................................................................................... 20 Figure 4 Chart showing the proportion of consumers exhibiting the different switch off behaviours on PlayStation®3 ................................................................................................. 24 Figure 5 Chart showing the proportion of PlayStation®3 users surveyed that switch off to each mode available .............................................................................................................. 24 Figure 6 Chart showing the awareness of PlayStation® users regarding the availability of APD functionality on their console ........................................................................................ 25 Figure 7 Diagram showing the connections between the elements that influence games console energy use. Arrows indicate the direction of the interactions................................. 32 vii Amanda Webb Mid-course Dissertation 1. Introduction 1.1. Section Objectives This section introduces the purpose of the report, the industrial sponsor and the project area. The rationale behind the research is also discussed, followed by a brief introduction to games consoles and their increasing power consumption and proliferation. 1.2. Report Purpose This report details the research area of this Engineering Doctorate project in Sustainability for Engineering and Energy Systems. A description of the research completed to date, followed by the research planned in order to complete the project, is included. Finally, conclusions are drawn based on the anticipated contribution to knowledge that this research will make. 1.3. Project Area This project focuses on the use-phase energy use of games consoles and analyses possible approaches for measuring and reducing this impact. Carbon emission reductions are now high on many political agendas in order to mitigate the anticipated impacts of climate change. For example, the UK Government adopted the Climate Change Act which set a legally binding target to reduce carbon emissions by 80% against a 1990 baseline, in order to stimulate the transition to a low carbon economy (UK Government, 2008). The European Union (EU) has taken similar action, although not binding, in implementing targets under its Climate and Energy Package (Europa, 2010). This includes the “20-20-20” targets, which include at least a 20% reduction of EU greenhouse gas levels, against a 1990 baseline, and a 20% reduction in primary energy uses through improvements in energy efficiency. 3 The use-phase is an area where significant energy savings can be realised: de Almeida et al. (2011) report that the average European Union energy consumption for electrical appliances and lighting per household increased by 2.5% per year in the period 2000-2006. Furthermore, the International Energy Agency (IEA) identifies the Information 3 Energy Efficiency is defined as a “comparative measure of energy required to achieve a particular performance” (INTERNATIONAL ELECTROTECHNICAL COMMISSION 2010.) Improvements in energy efficiency can be defined as “a reduction in the energy used for a given service”, for example lighting or heating (WORLD ENERGY COUNCIL. 2010.). In contrast, Energy Consumption is defined as the energy consumed when providing a given service. Simply measuring and comparing the energy consumption of two similar products, when providing a given service, will not give an indication of efficiency. Whilst they may be providing a similar service, for example light, one may be providing a greater luminance whilst consuming the same amount of energy. This would therefore be more efficient. 1 Amanda Webb Mid-course Dissertation Communication Technologies (ICT) and Consumer Electronics4 (CE) sectors as the fastest growing, now accounting for 15% of residential electricity use (OECD/IEA, 2009). Whilst improvements in the efficiency of CE will help to reduce their overall energy consumption in the use-phase, consideration must be given to the fact that the number of appliances in use is increasing rapidly; without intervention it is anticipated that by 2030 electricity use will increase by 250% for ICT and CE products (Asia Pacific Economic Corporation, 2009). This is partly due to some newer, more sophisticated devices needing more energy to run such as High Definition flat screen television (despite being more efficient), and also due to old appliances being kept and used in other areas of the home (Energy Saving Trust, 2011). Keirstead (2006) states the proliferation of domestic appliances and smaller household units as drivers for a reported 3% per annum increase in domestic electricity consumption since 1970 in the UK. It is also important to consider that the efficiency of products is affected by the manner in which they are used. For example, consumers are increasingly listening to the radio through their televisions or PCs, which consumes far more energy than conventional means (Energy Saving Trust, 2011). Lockton (2008) states that “user’s decisions and habits ultimately have a major effect on the energy or other resources used by the product”. Therefore, eco-design5 efforts also need to be focussed on overcoming barriers in behaviour that can contribute to the energy saving potential of any measures introduced. 1.4. Games Console power consumption Over time, games consoles have grown substantially in popularity. Comparing sales of fifth generation consoles (from 1994) including the N64 and Sega Saturn, to current seventh generation consoles (Playstation®3, Xbox 360 and Wii) sales have increased around tenfold (Table 1). In general, the energy use of these devices has also increased significantly, as they are able to offer more functions and improved performance. For instance, the most recent PlayStation®2 model consumed 25 W (The Power Consumption Database, 2011), with the PlayStation®3 console consuming around 200 W at launch (Natural Resources Defense Council, 2008). An exception is the current generation Nintendo Wii, which offers standard definition graphics, similar to that of the previous generation, thus requiring much less power. However, Nintendo have recently announced the release of a new console, the Wii U, that will also offer high definition graphics (Nintendo, 2011). This is likely to use a similar level of power as the other current generation consoles. Comparing the energy use of games consoles to other common domestic appliances shows that their annual electricity consumption is relatively low. For example, televisions consume between 234 kWh/year and 504 kWh/year (Fraunhofer Institute for Reliability and Microintegration IZM, 2007) and Set Top Boxes around 160 kWh/year (Ecostb, 2007), with consoles using around 115 kWh/year (See Section 4.4.2). 4 Consumer Electronics are “electronic equipment intended for everyday use, most often in entertainment, communications and office productivity” (WIKIPEDIA. 2011.) 5 Eco-design “considers environmental aspects at all stages of the product development process, striving for products which cause the lowest possible environmental impact throughout the product lifecycle” (AOE, T. 2007.) 2 Amanda Webb Mid-course Dissertation Table 1 Sales figures for various consoles until 23rd July 2011 (VGChartz, 2011) Console Nintendo Wii PlayStation®3 Xbox 360 Xbox PlayStation®2 Nintendo 64 PlayStation Sega Saturn Total sales to date (July 2011) 87,206,930 51,637,897 55,019,214 24,189,847 143,791,960 5,377,174 19,362,986 5,718,628 Despite the relatively low annual power consumption of consoles compared to other domestic appliances, increased sales and increasing power demands of games consoles over time means that aggregate energy use is increasing. As a result, authorities in the US, Japan, Europe, Australia, New Zealand and Russia are considering regulation to limit the power they consume and therefore reduce the contribution of the use-phase to the overall life-cycle impacts (Section 2). At present, this use-phase impact has not been accurately estimated and therefore current recommendations for regulations may miss potential energy saving opportunities. This research will gather the data required in order to quantify the use-phase and therefore help to direct policy in the right direction to maximise energy savings. 1.5. Industrial Sponsor The industrial sponsor for this research is Sony Computer Entertainment Europe (SCEE). SCEE is responsible for “the distribution, marketing and sales of PlayStation® Portable, PlayStation®2 and PlayStation®3 hardware and software in 109 territories across Europe, the Middle East, Africa and Oceania” (SCEE, 2010). The most recent console produced by SCEE is the PlayStation®3. Originally released in 2007, an updated “slim” model was released in September 2009. Sony Computer Entertainment (SCE) forms part of the global Sony Corporation, including Sony Pictures, Sony Music, and Sony Ericsson. SCE sits within the Consumer Products & Services Group that was recently created in order to facilitate the transformation of Sony into the world leader in provision of networked entertainment and solutions (SONY, 2011). 1.6. Section Conclusion This section has shown that the use-phase energy use of electrical appliances contributes significantly to the overall lifecycle impacts. Games consoles are shown to represent a product group that is growing substantially in terms of popularity and power consumption, leading to a large increase in the aggregate impacts. The industrial sponsor is also introduced. The remainder of this report will look at the legislation currently under development and the data already available for calculating the use-phase impacts. The gaps, discrepancies and assumptions applied to these data are identified, followed by a 3 Amanda Webb Mid-course Dissertation section describing the research already conducted to address these. Finally, the report concludes with a detailed plan for the research to be completed during the remainder of the project, with the ultimate aim of identifying the best way to regulate both current and future consoles for energy efficiency and power consumption. 4 Amanda Webb Mid-course Dissertation 2. Consideration of Games Consoles for energy saving 2.1. Section Objectives Games consoles have only been considered for regulation regarding energy saving, relatively recently. In contrast, white goods such as washing machines and fridges, have been subject to labelling and energy requirements for decades (Wiel et al., 2006). The section begins by introducing games consoles as a product group and their development over time. This is followed by a summary of different regulatory and voluntary initiatives, and the proposed requirements, under development for games consoles. 2.2. Games Consoles 2.2.1. History of Games Consoles The first home games console, the Magnavox Odyssey, was released in 1972 (The games console, 2011). This was an analog system powered by batteries. In the following years various consoles were released that offered more games and more sophisticated gaming, including multi-player options. In 1976, the Fairchild Channel F console was released and was the first programmable system and had games cartridges containing Read Only Memory (ROM). Consoles continued to develop rapidly offering more colours, moving from game cartridges to CDs, until today where the current generation of consoles offer a wide variety of secondary functionalities6 including web browsing, online gaming, digital television viewing and movie playback. 2.2.2. Diversity of Games Consoles Despite only being available from three manufacturers, the current generation of games consoles present an extremely diverse, multifunctional product group. In contrast, other product groups considered for energy saving regulation offer very clearly defined functions that are similar across the product group and available from numerous manufacturers. A good example of this is televisions that offer the same function, albeit with varying levels of picture quality, and are available from hundreds of manufacturers. A summary of the current generation consoles technical specification and available secondary functionality is shown in Table 2, demonstrating this broad variability. A good example of console diversity is the media playback capabilities of the three current generation consoles. The Nintendo Wii cannot play media discs, such as DVDs and CDs, the Xbox 360 can play DVDs and CDs and the PlayStation®3 can play DVDs, CDs and Blu-ray discs. It is also important to highlight that consoles are reprogrammable. With increasing network connectivity and functionality, updates can be downloaded that alter the operating system. A recent example of this is a software update for the APD functionality of PlayStation®3 that was automatically downloaded to those consoles connected to the internet. 6 Secondary functionality can be considered as anything other than game play, such as internet browsing and watching movies. 5 Amanda Webb Mid-course Dissertation Table 2 Technical specifications and secondary functionality of current generation games consoles (What Console, 2011) Specification CPU GPU Memory PlayStation®3 Cell Broadband Engine 256MB XDR RAM, 256 MB GDDR3 VRAM Xbox 360 3.2 GHz PowerPC Tri-core Xenon 512MB GDDR3 RAM, 512MB UMA VRAM, 10MB EDRAM 1MB 500MHz ATI Xenos 4GB / 250GB (new slim model) Wii Custom-built IBM, "Broadway" Custom-built ATI, "Hollywood" MoSys-developed 1T-SRAM L2 Cache Graphics Internal Storage Max Resolution Game Format 512KB nVidia RSX @ 550 MHz 2.5" SATA non-removable hard drive (120,250 and 320 GB versions) 1080p 1080i 480p Blu-ray BD-ROM HD DVD Controllers PlayStation® move Six axis/ Dualshock 3 (Bluetooth wireless) 4x Xbox 360 Controllers (USB wired, 2.4 GHz Wireless) Kinect Networking Wi-Fi IEEE 802.11 b/g Ethernet RJ45 Bluetooth 2.0 (EDR) 2 USB 2.0 ports Wi-Fi IEEE 802.11 a/b/g (needs additional adapter) 12 cm Wii Disc, 8 cm GameCube disc 4.7 GB (or 8.5 GB Dual Layer) Wii Remote & MotionPlus (supports up to 4 wireless controllers) /Balance Board /Nintendo GameCube controller / Nintendo DS Wi-Fi IEEE 802.11 b/g Bluetooth 2.0 (EDR) Input Output Other Features Blu-ray/ DVD/ CD player Up to HDMI 1.3a compatible PlayStation® Eye Bravia sync XMB control (CEC) Dolby true HD and DTS-HD Master Audio bistreaming 3x USB 2.0 ports Ethernet (RJ45) 2x Memory Slots Interchangeable Face Plates Media Center Extender Xbox LIVE 6 - 2x USB 2.0 ports 4x GameCube controller ports 2x 512 MB Flash Memory slots (SD Card compatible) "Virtual console" for retro games 1x proprietary component/digital out Amanda Webb Mid-course Dissertation 2.2.3 Development of Interest in Games Consoles An American NGO, the Natural Resources Defense Council (NRDC), first highlighted games consoles as a product group that make a significant contribution to household energy use. In their 2008 report, it was stated that consoles in the US consume 16 billion kWh/year (Natural Resources Defense Council, 2008). This high energy use was attributed to increasing ownership, increasing power consumption of consoles, inaccessible power management features, and the belief that many consoles are left on for extended periods. This stimulated much global attention around the energy consumption of games consoles and the potential for this to continue to rise without intervention. Following this, games consoles were included in Lot 3 for Sound and Imaging Equipment under the Eco-design Directive Working Plan for 2009-2011 (Commission of the European Communities, 2008). The preparatory study for Lot 3 began in 2009 and was completed in November 2010. The Consultation Forum is due to take place later in 2011. Appendix 8.1 contains a detailed description of the Eco-design Directive. Also in 2009, the US Environmental Protection Agency ENERGYSTAR® program published draft requirements for consoles (Energy Star, 2009b), however these were withdrawn due to serious stakeholder concerns over the quality of the analysis and the suitability of the requirements proposed. In 2011, the ENERGYSTAR® program showed a renewed interest in games consoles on publication of new draft requirements (EnergyStar, 2011) which are currently undergoing stakeholder consultation. In order to provide a legitimate alternative to the recommendations made in the various proposals, industry formulated its own proposal. In particular, this was due to serious concerns over the quality of the analysis in the Eco-design Lot 3 study (discussed in Section 4.4.1) that could lead to implementation of requirements that would stifle innovation, reduce consumer satisfaction and result in minimal energy savings. The industry proposal was created via regular meetings of Sony, Nintendo and Microsoft to discuss possible requirements that would be challenging, yet achievable, for all parties and result in real, verifiable, energy savings. In order to be considered, any counter proposal must offer a greater energy saving than the consultants’ proposal. Most recently, the NRDC have made recommendations for games console requirements to the Californian Energy Commission (CEC) (Natural Resources Defense Council and Energy Solutions, 2011) as the appliance efficiency regulations are evaluated. The recommendations made for games consoles under the instruments described above are summarised in Table 3. It is important to note that the Australian government are considering mandatory measures for games consoles as they are predicted to account for 20% of Home Entertainment Products (HEPs) energy use in the home in 2015 (Australian Government Department of Climate Change and Energy Efficiency, 2011). In addition to ENERGYSTAR® in the US, a bill has been passed that requires the Secretary of Energy to conduct a study of video game console energy efficiency (2009). The Senator who introduced the bill, Robert Menendez, stated, “Some consumers leave their games consoles on 24 hours a day”, instigating this action. Assumptions such as this are addressed in Sections 3.3 and 4.2. As yet, no results of the analysis by the Secretary of Energy have 7 Amanda Webb Mid-course Dissertation been published. Also in Table are horizontal Eco-design limits that apply to consoles, which have been included in other recommendations globally as they are the most developed requirements for theses aspects of product power consumption. 8 Amanda Webb Mid-course Dissertation Table 3 Summary of proposed requirements for games consoles Responsible body/ Legislation Year Coverage of Proposed Requirements and Associated Limits (where applicable) Voluntary or Mandatory APD NRDC 2008 N/A Activate after 1-3 hours inactivity On by default Autosave/ Autoresume Sleep button Estimated Energy Savings Other modes Standby mode (internet browsing etc.) Power supply efficiency Navigation mode Networked standby mode Reduce power in line Scale processor voltage with that of and frequency standalone DVD player - - - - - 11 billion kWh in US - - - - - 3.7TWh/year in 2020 in EU - - - - N/A - limits not yet defined In line with Eco- In line with Ecodesign Lot 26 design Lot 6 requirements requirements Tier 1 - 70W Tier 2 - 60W Tier 1 - 500GWh Tier 2 - 700GWh in California In line with Eco- In line with Ecodesign Lot 26 design Lot 6 requirements requirements - 2.27TWh/year in 2020 in EU Media playback Idle/ Inactive mode Either Activate after 30 minutes of inactivity On by default - - - Improve chip integration, through use of power gating and clock gating technologies 2011 Voluntary Activate after 1 hour of inactivity Shipped as enabled - NRDC to Californian Energy Commission (Tier 1 2014, Tier 2 2016) 2011 Enabled by default Mandatory Activate after 1 hour or less - - Tier 1 - 50W Tier 2 - 25W Tier 1 - 70W Tier 2 - 60W - Tier 1 - 70W Tier 2 - 60W Industry Proposal Tier 1 2013 Tier 2 2017 2011 Voluntary Activate after 1 hour of inactivity or after 4 hours when playing media Shipped as enabled - Tier 1 - 90W Tier 2 - 70W - - Tier 1 - 90W Tier 2 - 70W - - - - - - - Tier 1 - 1W Tier 2 - 0.5W - - 1 hour maximum period of inactivity - - - - - - Tier 1 - 4W Tier 2 - 2W - - 6.7TWh/year in 2020 in EU EU Eco-design Directive Lot 3 Sound and Imaging Equipment 2009 EPA EnergyStar Horixontal Eco-design measures Lot 6 Standby and offmode losses 2008 Mandatory Tier 1 - 2014 Tier 2 - 2016 Lot 26 Networked standby 2011 Mandatory Tier 1 - 2014 Tier 2 - 2016 9 Amanda Webb Mid-course Dissertation Table 3 shows the broad coverage of the requirements proposed under the various instruments. All of the instruments include APD in their recommendations, as this is an effective way to reduce the time a console spends on but not being actively used, often described as idle or more accurately, inactive7. Proposals are also made for limiting inactive mode power consumption, however this will significantly restrict active power use. This is inconsistent with PC requirements that do not regulate active power use (Energy Star, 2009a) and would disproportionately affect consoles. Furthermore, the limits suggested in the Lot 3 report (48 W) are around 50% lower than current best practice and are based on limits that PCs are able to achieve. This would have severe implications for PlayStation®3, for example, as it would require a complete redesign of the hardware; something that is not cost effective at this late stage in the product lifetime (several hundreds of millions of dollars are invested in games console chip development (SCEE, 2011)). The recommended default time to activation of APD varies between 30 minutes and 4 hours. The Lot 3 default time of 30 minutes is deemed too short by the NRDC who are concerned consumers may choose to disable the APD function if they find that their console is powering down too soon. This would have the opposite to the desired effect, leading to an increase in console energy use. In fact, research in the US has shown that PC users disabled the APD function if it was too short for their intended use (Energy Center of Wisconsin, 2010). Thus, the industry proposal recommends 1 hour, supported by the ENERGYSTAR® program and CEC. The industry proposal also includes special APD requirements for media playback to avoid consoles powering down whilst consumers are watching a movie. NRDC limits suggested for media playback (50 W for Tier 1 and 25 W for Tier 2) will certainly challenge manufacturers. The limits are based on the fact that standalone DVD and Blu-ray players consume much less power to provide the same function. 2.3. Section Conclusion This section has documented the global interest in games consoles as a product group that can offer significant energy savings via introduction of voluntary or mandatory legislation. Recommendations cover broad aspects of console use from introduction of certain technologies to proposing limits for specific functions or modes. Although certain areas such as APD are included in all proposals, the recommendations are not consistent, which provides a challenge for console manufacturers in terms of product compliance in different regions. The industry proposal attempts to mitigate this risk. It is important to highlight that all recommendations made are based on a paucity of data for user behaviour and power consumption of consoles. Research to improve the data availability is discussed in Sections 4 and 5. 7 The description of idle does not apply to consoles; even when not receiving any user input, certain key functions are being performed. This includes loading the next scene in the background, generating images on screen, and, in the case of online gaming, communicating via the internet SONY COMPUTER ENTERTAINMENT EUROPE. 2010. Therefore, manufacturers use the term inactive. 10 Amanda Webb Mid-course Dissertation 3. Quantifying the use-phase impact of games consoles 3.1. Section Objectives The purpose of this section is to focus further on games consoles and the current approach to quantifying the use-phase impacts. The methodology currently employed to calculate the use-phase impacts of appliances is explained followed by a summary of the data available at present for games consoles. 3.2. Typical Electricity Consumption (TEC) methodology and data requirements The potential energy saving from implementation of energy efficiency standards or regulations must be quantified in order to ensure that it will make a tangible contribution to targets, such as the EU “20-20-20 targets”, and does not result in any detrimental effects to the consumer or manufacturer. To do this, a representative base case of console power consumption in the use-phase must be constructed, against which improvements in efficiency and overall energy use can be measured. The approach to estimating the annual electricity use of electrical appliances is the TEC method. This is the approach used by the ENERGYSTAR® Program in the United States, and is the methodology employed in the ENERGYSTAR® Computer Requirements (Energy Star, 2009a). TEC is also employed by the Lot 3 study for illustrative purposes, although it is not yet certain whether it will be employed in the final requirements for games consoles. TEC uses a formula that multiplies the power consumed in a specific mode, by the time spent in that mode. A generic formula is shown below for calculating TEC: TEC = (P1 * T1) + (P2 * T2) +….. (Pn * Tn) Where P = power in Watts T = time in hours 1, 2… n = different modes Benefits and limitations of this approach for games consoles are noted (AEA, 2010). The main benefit is its flexibility, allowing new product functions to be added to the formula as necessary. In addition, when considering limiting energy use it allows a single limit value to be given to manufacturers, rather than stipulating exact power limits for each mode, allowing them to meet the requirements in the most appropriate way for their product. By allowing manufacturers to meet the TEC limit as they wish will facilitate continued innovation whilst also improving efficiency. The major drawback is that a TEC limit for future products cannot be set until product specifications are known. Each generation of console represents a step-change in technology and functionality and at present, the next generation of products has not been defined. Therefore, requirements would be set retrospectively after launch of the product thereby missing the opportunity to employ ecodesign principles. In addition, the TEC methodology requires significant data inputs, which as shown in Sections 3.3 and 3.4 are not currently available for consoles. Even if this detailed information were available, consoles are reprogrammable via software updates 11 Amanda Webb Mid-course Dissertation that can alter the way a console functions, how consumers use them and the power they consume. The TEC methodology requires power consumption and user behaviour data for each power-consuming mode or state available. The following modes are available on games consoles: ACTIVE: the state in which the mode has been selected and the user is engaged (Games Console Industry, 2011) INACTIVE: the state in which the mode has been selected but the user is not engaged ibid. NAVIGATION: mode in which no other mode is engaged and the games console is displaying a menu of functions from which the user may select ibid. MEDIA PLAY: mode in which the Games Console is actively performing media/ audio-visual functions such as DVD playing, video streaming etc ibid STANDBY: defined as “state of the equipment during which it is connected to its power source and offers no primary function but fulfils a secondary use-oriented function or protective function” (International Electrotechnical Commission, 2010). OFF: defined by the IEC (International Electrotechnical Commission, 2010) as a “ state during which the equipment is connected to its power source but is not providing any function except an indication of status or to ensure electromagnetic compatibility”. This remainder of this section now turns to consider the data available for user behaviour and power consumption that can be used in a TEC calculation for games consoles. 3.3. User Behaviour Data Data regarding the consumer use of games consoles is available from numerous sources, although the data vary in coverage of functions and consumer groups. For example, some studies do not include the many gamers under 16 and none consider the time when a console is inactive but switched on. The use of consumer surveys conducted by consumer associations, industry and research institutes is recommended in the Methodology for the Eco-design of Energy-Using Products (MEEUP) for use as sources on “frequency and characteristics of use”(VHK, 2005). For games consoles, the following usage data are available: 1. GameVision Europe Consumer Intelligence Report (GameVision Europe, 2009, GameVision Europe, 2010): This survey is conducted biannually in Spring and Autumn and contains detailed information regarding the frequency with which consumers use the available functionality on the different console platforms. It does not include an indication of for how long consumers are using these functions. The study reports information using a categorisation of gamers according to their “commitment”. Commitment is determined by hours of gameplay and how many games consumers have bought in the last 3 months. The categorization is shown in Figure 1. The report summarises data collected in the five main European markets: UK, France, Germany, Italy and Spain. It is based on a 12 Amanda Webb Mid-course Dissertation nationally representative face-to-face market sizing study of 13,141 and 13,113 respondents in 2009 and 2010 respectively and a gamer survey of 4,714 Active gamers and 1,118 Non Buying gamers in 2009 and 5,272 Active Gamers in 2010. Between the 2009 and 2010 surveys a tendency towards increasing commitment for PlayStation®3 users is reported (i.e. number of gaming hours) in addition to increases in frequency of use of numerous secondary functions including online game play, internet browsing and watching DVDs (Table 6). Figure 1 Gamer commitment index with figures for 2009 (GameVision Europe, 2009) 2. Interactive Software Federation of Europe Video Gamers in Europe 2010 (ISFE) (Interactive Software Federation of Europe, 2010): This is a survey regularly conducted by ISFE, an organisation that represents the interests of the interactive software sector across the EU (Interactive Software Federation of Europe, 2011). The survey covers aspects such as, who plays video games, why people play video games, and what functions they use. It is important to note that this sample does not include the many under 16s who are gamers. A study in America recorded 51% of gamers as aged 17 and under (Nielsen, 2007). Therefore, the exclusion of this age group could skew the results in favour of older gamers, who may exhibit different usage patterns. The commitment categorisation from the GameVision survey is also used in the ISFE study, although an intermittent category has been added to include those gamers who are “not putting aside regular time to play games every week”. The adapted categorisation is shown in Figure 2. The results of the ISFE study show that the majority of PlayStation®3 users studied fall into the Marginal/Dabbler commitment category, playing for between 1 and 5 hours a week. Frequency of use of secondary functions such as watching DVDs and films and listening to music are relatively high at around 45% (Table 7). 13 Amanda Webb Mid-course Dissertation Figure 2 Gamer commitment index with figures for 2010 (Interactive Software Federation of Europe, 2010) 3. Nielsen - The State of the Video Gamer: PC and Video Game Console Usage Fourth Quarter 2008 (Nielsen, 2009): This report contains data collected via the use of metering technology for data collection in more than 17,000 US television households. This therefore reports actual, not self-reported usage estimates. Data relevant to consoles is shown in Table 4. It is important to highlight that this information is based on data collected about American consumers, versus the other sources, which are based on European consumers. This data reports that PlayStation®3 users are active on their console for around 17.6 hours per week, with Wii users active for around 8.6 hours per week. Most interesting from this research is the number of sessions data that can be used to calculate inactive time per day. 4. Industry data: console manufacturers submitted Industry data for console usage to the Lot 3 consultants. This gives an indication of for how long consumers use their consoles and which functions they use (Table 5). 14 Amanda Webb Mid-course Dissertation Table 4 Console user primary characteristics December 2008 (Nielsen, 2009) PlayStation 3 PlayStation 2 Xbox 360 Xbox Wii GameCube Average Session Mins Average Usage Days Daily Average Number Sessions Console User Type 64 71 78 77 58 65 6.8 5.5 7.1 5.6 5.0 4.5 2.42 1.98 2.15 1.94 1.78 1.82 Heavy Heavy Heavy Heavy Medium Heavy Table 5 Manufacturer measured average use profiles (AEA, 2010) Function All Game Play Movie/Video Playback Internet Browsing Other Functions Active and Inactive mode time (hours/day) 2.1 1.4 Share of time 100% 67% 0.4 0.4 0.3 19% 19% 14% The industry data gives an insight into the breadth and frequency of secondary functionality use by consumers. This clearly demonstrates that consumers no longer use their console solely for gaming, but as a multifunctional home entertainment device. One area where this data lacks detail is the split between active and inactive time within each function. It is necessary to know the split between these so that the potential energy savings of recommendations, such as APD, can be more accurately estimated. Interestingly, despite the values including inactive time, the average daily on time amounts to just over two hours a day. This further brings into question the assumptions made by the NRDC suggesting that consoles are switched on 24 hours a day. This does, however, agree with the figures in Table 8 published by the Lot 3 consultant. Although the split between inactive (idle) and in-use is not known; the Lot 3 study suggests that inactive time is 2.5 times as much as active time. In terms of the survey data, the average game play time per week is around 1 hour, in contrast to the industry data that suggests a much higher usage of around 10 hours per week. It is not possible to draw a comparison for the usage time of secondary functions as the survey data, nor the Lot 3 report, give usage times for these aspects of console use. Table 6 and Table 7 summarise the data for PlayStation®3 from sources 1 and 2 for 2009 and 2010 respectively. 15 Amanda Webb Mid-course Dissertation Table 6 Summary of data for 2009 regarding game play hours and the use of secondary functions on PlayStation®3 per user PlayStation®3 Game-play Data Gamer Commitment GameVision Study 8 (% consumers that use the function at least once a week) Marginals Dabblers Loyalist Magpies Committed PlayStation®3 Secondary Function Data DVD playback Watch films Listening to Music Access a social networking site Chat online Online game play Internet browsing 8 9 33% 57% 62% 66% 74% GameVision Study 9 (% consumers that use the function "regularly") 40% 29% 4% 9% 11% GAMEVISION EUROPE 2010. Autumn 2009 European Consumer Intelligence Report Table 48 p.55 GAMEVISION EUROPE 2010. Autumn 2009 European Consumer Intelligence Report Table 50 p.55 16 Amanda Webb Mid-course Dissertation Table 7 Summary of data for 2010 regarding game play hours and the use of secondary functions on PlayStation®3 per user PlayStation®3 Game-play Data Data source ISFE Study10 GameVision Study11 (estimated usage per week in the last 3 months) (% consumers that use the function at least once a week) Intermittent Marginal/Dabblers Loyalist Magpies Committed PlayStation®3 Secondary Function Data No hours (19%) 1-5 hours (41%) 6-10 hours (15%) 11-15 hours (9%) 16+ hours (16%) 43%/58% 75% 67% 78% Data Source DVD playback Watch films Listening to Music Access a social networking site Chat online Online game play Internet browsing ISFE Study12 (% of users that have used the function in the last 12 months) 46% 46% 45% GameVision Study13 (% consumers that use the function at least once a week) 43% 8% 29% 23% 20% - 10% 24% 13% As shown, although various sources of data exist, some aspects of console use such as the time consoles spend in standby and inactive, are not covered. It is also apparent that the way in which data is reported does not allow an accurate picture of usage time per function to be constructed. Instead, frequencies of use are reported using terms such as “regularly” that introduce ambiguity. This highlights the need for data regarding the inactive use of consoles, in addition to usage times for secondary functions. Research to address these requirements is detailed in Sections 4.2 and 5.3. 10 INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2010. Video gamers in Europe 2010.Figure 20 p.28 11 GAMEVISION EUROPE 2010. Autumn 2010 European Consumer Intelligence Report Table 57 p.73 12 INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2010. Video gamers in Europe 2010 Figure 18 p.27 13 GAMEVISION EUROPE 2010. Autumn 2010 European Consumer Intelligence Report Table 59 p.74 17 Amanda Webb Mid-course Dissertation Despite the lack of data in this regard, usage estimations (Table 8) for games consoles are published in the Lot 3 preparatory study report. In addition, the Australian HEP report gives annual energy consumption estimations for games consoles (Table 9). Table 8 Use Phase Inputs (Games Consoles) (AEA, 2010) Table 9 Figures for annual power consumption of a games console per mode (Equipment Energy Efficiency Program, 2010) Product Mode Annual Energy Consumption (kWh/year) On Active Standby Passive Standby Off 47.3 87.6 5.1 0.3 A comparison of the figures in Table 8 and Table 9 shows large discrepancies between the EU and Australian estimates for annual power consumption of consoles. For example, 26.5 kWh versus 87.6 kWh for idle/active standby power consumption. It also shows inconsistent terminology use for the same modes. Before games consoles can be regulated, it is necessary to establish a correct base case – i.e. a figure that is representative of games console power consumption per annum for those products already in the home. Without this, it is impossible to identify areas where improvements can be made and the likely magnitude of these savings. Work already completed towards achieving this is described in Section 4.4, with further planned research detailed in Section 5.4.1. 18 Amanda Webb Mid-course Dissertation 3.4. Power Consumption Data There are various sources of power consumption data for consoles, of which NGOs and research institutes have published the majority. These data are summarised in Table 10. Table 10 Summary of power consumption data available for the PlayStation®3 Mode power use (W) Source Year Active Inactive Standby Off Danish Technological Institute (Danish Technological Institute, 2007) 2007 192 182 2 0 Natural Resources Defense Council (Natural Resources Defence Council, 2008) PlayStation®3 launch (2006) PlayStation®3 (2007) 2008 Sust-it (Sust- it, 2011) 189 150 181 153 1 1 2007 380 - - - Sust-it (Sust- it, 2011) 2008 280 - - - Sust-it (Sust- it, 2011) 2009 250 - - - Electric Power Research Institute (Electric Power Research Institute, 2010) PlayStation®3 (2007) PlayStation®3 (2010) 2010 150 85 As shown in Table 10, reported values for power consumption of PlayStation®3 vary considerably between sources and over time. For example, figures for reported 2007 models vary between 150 W to 380 W in active mode. Since the launch of PlayStation®3 in 2006, numerous updates have occurred to the hardware, most obvious in the release of the slim PlayStation®3 in 2009. These hardware changes have led to 60% reduction in the power consumption of the console (Figure 3). The main factor responsible for this decrease in power consumption is the reduction in size of the Graphics Processing Unit (GPU) and Central Processing Unit (CPU) chips. The same performance can be achieved on a smaller chip, which in turn reduces the distance the electrons have to travel leading to faster computations and energy saving. 19 Amanda Webb Mid-course Dissertation Figure 3 Chart showing the reduction in power use of the PlayStation®3 since its launch in 2006 Voluntary energy reduction of PlayStation3 since launch 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Launch Revision 1 Revision 2 Revision 3 Revision 4 The discrepancies in the data presented in Table 10 can be accounted for by two main factors: 1. The lack of internationally recognised mode definitions for games consoles; and 2. The lack of an internationally recognised test methodology. Both of these led to different results as like for like comparisons are not being made. The discrepancies may be caused by testing different models (there are eight different models of PlayStation®3 console on the market within the original and slim models versions). It is also important to discuss data reported by AEA in the Lot 3 report, which gives an average of 51.5 W for all consoles currently on the market. At present there are two high definition consoles (Xbox 360 and PlayStation®3) that consume similar levels of power, and the Nintendo Wii that consumes much less power as it offers standard definition graphics. Therefore, an average of the three does not accurately represent the installed base14 of consoles, or the expected market trend for all consoles to move to high definition. This further serves to demonstrate that the actual efficiency of consoles is not sufficiently considered if the power consumption of standard and high definition consoles is simply compared. This highlights another area where standardisation is missing in the form of a measure of efficiency. This would take into account the functionality of the console, coupled with its energy use. The rapidly changing nature of games consoles, even within a product lifetime, illustrates the difficulty in constructing a base case for energy use, against which energy savings can be measured. 14 Installed base is a measure of the number of units of a particular model that have already been sold also known as stock. 20 Amanda Webb Mid-course Dissertation 3.5. Section Conclusion This section has described the TEC methodology currently used for quantifying the use phase impacts of games consoles. It has shown that the data required for user behaviour and power consumption is not currently available. A summary of the available data for calculating the use phase impacts has been given, which has in turn identified the gaps and discrepancies in the data. Research already completed, and research planned to improve the data situation are discussed in Sections 4 and 5 respectively. 21 Amanda Webb Mid-course Dissertation 4. Improving the Availability and Quality of Data: Research Completed to Date 4.1. Section Objectives This section will describe the research completed to date in order to fill in some of the gaps identified in Section 3. The data collected will enable a more accurate base case of console energy use to be calculated, against which possible energy savings can be measured. Without this information, energy efficiency standards and regulations will be introduced based on incorrect information. This would most likely result in the adoption of suboptimal requirements for games consoles that will not achieve the potential for energy saving. The methodology, results and limitations are described below. 4.2. User behaviour This section discusses research completed by the research engineer in order to address some of the gaps and limitations identified in Section 3.3. Despite various sources of data for user behaviour existing, not all aspects of games console use are covered. • Questions submitted to the 2010 ISFE study: As identified, one aspect of console use that is not covered by the data available is the inactive time. The intention of the research described here was to gather more information regarding the switch off behaviour of consumers, including how long it took consumers to switch off the console after use, how it was switched off and to what mode so that inactive time could be estimated. The research engineer formulated three questions to address the areas described above. The questions were included in the 2010 ISFE study that surveyed 5,800 gamers. The questions submitted for this research (Box 1) were asked to 4,168 gamers (3,814 when weighted), in 18 countries, who were identified as active on the three main consoles: the Nintendo Wii, the Xbox 360 and the PlayStation®3. The intention of the first question was to establish for how long consoles are left inactive by consumers. One policy option is the implementation of an Auto Power Down (APD) function that will power down the console to standby after it has been inactive for a certain period. In order to measure the impact of this policy measure, it is necessary to know how long consoles are inactive so that the optimum APD time can be established, in addition to calculating the projected energy impact. The second question was asked to gain an understanding of the mode consumers switched their consoles to if they switched it off. Many assumptions around usage included suggestions that some consoles were on for 24 hours a day (2009) and that 50% of consumers leave their consoles on all the time (Natural Resources Defence Council, 2008). Also unknown was the proportion of users that switched their consoles off at the wall, or using the off switch on the back of their console (if available). 22 Amanda Webb Mid-course Dissertation Box 1 Questions submitted to the 2010 ISFE study 1. When the console is not being used is it: Always switched off switched off after less than 1 hour switched off after 1-5 hours switched off after 6-10 hours switched off after 11-15 hours left on for more than 15 hours always left on 2. If the console is switched off, do you: switch off the controller/s but not the console switch off the console to standby using the button on the front switch off the console to standby using the controller switch off the console using the on/off switch at the back of the console switch off at the plug/ unplug the console 3. Have you enabled the power management functions on your console? Yes, I have activated it No, I know about it but have not I have not activated it No, I am not aware there is a power management function on my console Don’t know Finally, the third question was related to consumers understanding of APD and whether they had activated it on their console. A concern of an NGO was that the APD options were buried too deeply in the menu making it hard for consumers to enable it (Natural Resources Defence Council, 2008). The results from these questions are shown in Figure 4, Figure 5 and Figure 6. The main findings of this research are that: • 18% of committed gamers claim to leave their console on after use, whereas 100% of intermittent users on PlayStation®3 claim to always switch their console off after use (Figure 4); • 78% of intermittent gamers claim to switch their consoles to standby. In contrast, 64% of more committed gamers claim to switch their consoles off at the wall or using the off switch on the back of the console (Figure 5); and • Around 30% of PlayStation®3 users are unaware of the APD functionality available, and another 30% claim to have activated APD on their console (Figure 6). 23 Amanda Webb Mid-course Dissertation This shows that contrary to the assumptions around the proportion of users that leave their consoles on all the time, just 3% of marginal users and 4% of committed users responded with “always left on”. However, it would appear that concerns around the complexity of enabling APD may be valid and therefore warrants further investigation. Percentage Switch off behaviour for PlayStation®3 Users 100% 98% 96% 94% 92% 90% 88% 86% 84% 82% 80% Always left on Switched off after 15+ hours Switched off after 11-15 hours Switched off after 6-10 hours Switched off after 1-5 hours Switched off after <1hr Always switched off Intermittent Marginals Loyalists Gamer Commitment Figure 4 Chart showing the proportion of consumers exhibiting the different switch off behaviours on PlayStation®3 Mode switched to after use for PlayStation®3 users Percentage 100% 80% Intermittent 60% Marginals 40% Loyalists 20% 0% Only Console Console Console left controllers switched to switched off on switched off standby Mode switched to Figure 5 Chart showing the proportion of PlayStation®3 users surveyed that switch off to each mode available 24 Amanda Webb Mid-course Dissertation APD awareness for PlayStation®3 Percentage 40% 30% 20% 10% 0% Yes, I have activated it No, I know about No, I am not it but I have not aware there is a activated it power management function on my console Don't know APD awareness and activation Figure 6 Chart showing the awareness of PlayStation® users regarding the availability of APD functionality on their console Although the information collected from this survey provides new insights into consumer behaviour, there are some limitations to the data. Firstly, as stated above, the ISFE study does not include gamers under 16 that are known to make up a significant proportion of users. It is also clear from some of the responses that the question formulation was weak, thus leading to some erroneous responses. For example, some Wii users stated that they had activated APD on their console, yet this feature does not exist on this platform. Other issues include ambiguity around the options given to respondents. This is particularly true for Question 1, where respondents may select “Always switched off” when they do not switch their console off immediately. The questions also assumed knowledge and understanding of the respondents, especially regarding terms such as APD and standby. This may have led to consumers unwittingly giving incorrect answers. Finally, as with any survey research, when respondents are aware that their values and beliefs are under observation they have a tendency to behave artificially. The ISFE data augments the available data regarding the consumer usage of games consoles. However, there are still numerous gaps and uncertainties surrounding some aspects of console use such as standby time and inactive time. In particular, it was established that to calculate inactive time it is necessary to know how many sessions (i.e. how many times) consoles are used by consumers a day. Work to extend this research and correct these errors is detailed in Section 5.3.1. 4.3. Power Consumption As discussed in Section 3.4 there are numerous sources of power consumption data for the PlayStation®3 and other console platforms. These vary significantly over time and between sources. As shown, data on the power consumption of games consoles when performing 25 Amanda Webb Mid-course Dissertation secondary functions is limited. The research engineer conducted independent power consumption testing to provide data for use in the TEC methodology15 (Table 11). Table 11 Modal Power Demand Data for PlayStation®3 slim console Function Gaming System Inactive Media Playback Internet Browsing Audio Listening Power Modes Estimated Power Demand (W) Game Play - 1Player Game Play - 2 Player Game Pause Game Play Inactive System Inactive Media Play Media Pause Media Play Inactive 99 Media Play Media Play Media Pause 82 83 85 97 98 98 82 78 78 77 4.4. Calculating Energy Saving Opportunities The EuP product Lots that cover games consoles report potential energy savings in terawatt hours (TWh). These savings are calculated using the TEC methodology to model the anticipated impacts on implementation of proposed requirements. The potential energy savings, of Lot 3 in particular, have been calculated using assumptions about user behaviour and power consumption due to the lack of available data. Given the new data collected through the research described in Sections 4.2 and 4.3, adjusted energy savings are calculated for the Lot 3 and Industry proposals through the refinement of assumptions and augmentation of data. These calculations were used by the console industry to calculate the energy savings of their proposal and presented to the European Commission. 4.4.1. Lot 3 Predicted Energy Savings The Lot 3 consultants’ suggested requirements led to a predicted energy saving of 3.7 TWh in 2020. The assumptions and errors on which these savings are based are listed below, followed by a description as to why they are questionable. The following assumptions are made: 1. Averaging the power consumption of current generation consoles is representative of both standard and high definition consoles; 15 The power consumption testing was conducted using a Yokogawa WT110 Digital Power Meter. Measurements were taken according to the ENERGYSTAR® Test Procedure outlined in Appendix A of the Draft Games Console requirements (ENERGY STAR 2009b.). Power readings were averaged over 5 minutes. 26 Amanda Webb Mid-course Dissertation 2. A 30 minute APD function would decrease standby time by 50% and inactive time by 25% ; and 3. Games consoles with Best Available Technology (BAT) implemented would reduce inactive power consumption by 50% to 25.4 W. The following errors were made: 1. Any time not spent in-use, standby or inactive is off (Table 8) only accounts for 4373 hours of 8760 in a year); and 2. Estimated console sales figures are too low. The original base case calculated by the consultant, using these assumptions, gave a base case power consumption of 41.2 kWh/year per console. The consultant updated assumption 1 and error 1 after the submission of corrected data by industry. The data submitted led the consultants to create a separate base case for high definition consoles, resulting in a higher base case energy use of 76.5 kWh/year per console (Table 12). This increase of around 35 kWh/year is due to the revised power consumption figures that have increased from 51.5 W (the average of current generation power consumption) to 93.3 W in active mode. For error 2, sales of consoles in 2010 were estimated by the consultant to be around 8 million, in fact this figure was closer to 15 million (VGChartz, 2011). Assumption 2 is incorrect as an APD function will reduce inactive time whilst increasing standby time by the same amount. Finally, assumption 3 is based on application of reductions in inactive (idle) power consumption that are possible in PCs using the most efficient chips available. Console manufacturers have suggested alternative reductions, based on console technology, in the joint industry proposal, described in Section 0. In order to verify the consultants predicted energy savings, the requirements suggested in the Lot 3 report were applied, with the questionable assumptions, to the high definition base case (Table 12) created by the consultants. It is important to note that this actually represents current best practice for high definition consoles in terms of power consumption, i.e. those consoles currently on sale, rather than the average of those in the installed base. 27 Amanda Webb Mid-course Dissertation Table 12 Estimated TEC values for current high definition games consoles (AEA, 2010) Function Game Play Movie/Video playback Internet Browsing Other Functions Standby/Off All Hour s/day Time in Each function (%) Estimated Share of Time During On Modes Active Idle Stand by/Off Power TEC Based on Manufacturer Use Hours Active Mode Idle Mode Time (Hours / day) (W) Time (Hours / day) (W) (W) kWh/year 1.4 0.4 6% 2% 70% 70% 30% 30% 1.0 0.3 93.3 74.9 0.4 0.1 92.8 73.9 - 47.6 10.9 0.1 0% 70% 30% 0.1 74.1 0.0 74.1 - 2.7 0.3 1% 70% 30% 0.2 74.6 0.1 74.6 - 8.2 21.8 91% 0.9 7.2 24 100% 76.5 Using the consultants predicted stock values (AEA, 2010), introduction of these requirements resulted in much lower energy savings than predicted of 0.93 TWh in 2020. 4.4.2 Creating a New Base Case and Predicting Energy Savings of Industry Proposal In order to demonstrate the extra saving of the industry proposal and to correct some of the assumptions discussed in Section 4.4.1, work was carried out by the research engineer to establish a more appropriate base case and calculate the savings of the industry proposal. This work was subsequently accepted and used within the industry proposal. As stated above, the high definition base case created by the consultants actually represents current best practice for power consumption figures. The base case should in fact represent the average of consoles in the installed base. Therefore, a new base case was constructed using averages of power consumption for all models of PlayStation®3 released to date, with the same usage times as the consultants’ high definition base case. At present, these are the best available data for user behaviour and broadly agree with other data sources available, described in Section 3.3. The power values are not weighted by sales of each model, although this could be done to further improve the accuracy. The new high definition base case is shown in Table 13. This gives a figure for power consumption of 113.1 kWh/console/year. The increase between Table 12 and Table 13 is due to increases in standby and active power values to 1.6 W and 125 W respectively. Implementation of Tier 1 of the industry proposal reduces power consumption by 31.3 kWh/console/year, and Tier 1 and 2 together lead to a reduction of 36.4 kWh/console/year. 28 Amanda Webb Mid-course Dissertation Table 13 High definition base case for games consoles Function Game Play Movie/Video playback Internet Browsing Other Functions Standby/Off All Hour s/day Time in Each function (%) Estimated Share of Time During On Modes Active Inactive Stand by/Off Power TEC Based on Manufact urer Use Hours Active Mode Inactive Mode Time (Hours/ day) (W) Time (Hours / day) (W) (W) kWh/year 1.4 0.4 6% 2% 70% 70% 30% 30% 1.0 0.3 125.0 125.0 0.4 0.1 125.0 125.0 - 63.9 18.3 0.1 0% 70% 30% 0.1 125.0 0.0 125.0 - 4.6 0.3 1% 70% 30% 0.2 125.0 0.1 125.0 - 13.7 1.6 12.7 21.8 91% 24 100% 113.1 To calculate the total energy saving, a revised estimate of console sales was calculated using data published by VGChartz (VGChartz, 2011). Sales of all consoles between January 2005 and January 2011, indicating an estimated 6-year product lifetime, were 80,882,074, with average annual sales calculated at 13,500,000. This figure is used to calculate the annual savings from all consoles as in the future all consoles in future are expected to be high definition. The energy savings of the industry proposal are estimated to be 2.81 TWh in 2020 – three times that of the Lot 3 proposal (see Table 14). Table 14 Projected energy savings for high definition consoles on adoption of the console industry’s proposal Tier 1 savings Year 2013 2014 2015 2016 2017 2018 2019 2020 Tier 1 & 2 savings Cumulative sales Per console (kWh/year) Total (TWh/year) 13500000 27000000 40500000 54000000 54000000 54000000 40500000 27000000 31.3 31.3 31.3 31.3 31.3 31.3 31.3 31.3 0.42 0.85 1.27 1.69 1.69 1.69 1.27 0.85 Per console (kWh/year) Total (TWh/year) Total Savings (TWh/year) 36.4 36.4 36.4 36.4 36.4 36.4 36.4 36.4 0 0.00 0.00 0.00 0.49 0.98 1.48 1.97 0.42 0.85 1.27 1.69 2.18 2.68 2.74 2.81 0 0 0 0 13500000 27000000 40500000 54000000 Although this calculation gives a more accurate picture of where energy savings will occur and the potential magnitude of energy savings, compared to the erroneous calculations in the consultant’s report, it can still be improved through further data collection. The calculations for the energy savings of the industry proposal contain the following assumptions: 1. Sales of each PlayStation®3 model to date are equal; 29 Amanda Webb Mid-course Dissertation 2. 30% of the active time on a console is actually inactive (AEA, 2010); 3. Console sales will be 13,500,000 per year from 2013 onwards (VGChartz, 2011) 4. The APD proposal will reduce inactive time by 50%; 5. Game play inactive and active power use will remain constant, despite the reductions in navigation and media modes; and 6. Inactive power use is the same as active power use. It is likely that the calculated energy savings are highly conservative. For instance, for PlayStation®3, reductions in navigation and media mode power use is likely to reduce active power use; however, the extent to which this will occur is unknown. Furthermore, if next generation consoles offer greater performance, and therefore use more energy, the savings will be even greater as the base case energy use will be higher. This highlights the need to model predicted increases in power consumption and improvements in energy efficiency so that policy measures implemented today can be evaluated regarding their long-term effectiveness. Research planned in this regard is detailed in Section 5.4.1. 4.5. Section Conclusion This section has described the research conducted to date with the intention of constructing a base case representative of the installed base of games consoles. This has improved estimates of game console energy use in the use-phase and shown the many assumptions and errors applied by the Lot 3 consultants, leading to projected energy savings being overestimated. In calculating the projected energy savings of the industry proposal, assumptions are still employed, highlighting areas where further research is required. 30 Amanda Webb Mid-course Dissertation 5. Identifying the Best Approach for Regulating Games Consoles for Energy Efficiency and Power Consumption: Plans for Future Research 5.1. Section Objectives This section will outline the research to be undertaken over the remaining two years of the EngD programme. The objectives of each research theme are stated, which all contribute towards the overall aim of the EngD project; to define the most appropriate way to regulate consoles for increased energy efficiency and reduced power consumption. A detailed project plan is included, in addition to details of two planned journal submissions. 5.2. Research Themes The research planned for the remainder of this EngD project is split into three main themes: 1. Investigating and modelling user behaviour; 2. Calculating energy savings and modelling future technology trends; and 3. Assessing the effectiveness of current policy strategy for games consoles. The three research themes are interlinked. Figure 7 shows the elements that influence games console power consumption and the connections between them. In particular, it demonstrates the complexity of estimating the energy use of games consoles in the usephase, which is determined by user behaviour, technological developments and innovation, power consumption and the legislative background. This research aims to gain a detailed understanding of all of the elements, and the interactions between them, in order to establish the best approach to regulating both current and future generations of consoles for improved efficiency and reduced energy use. 31 Amanda Webb Mid-course Dissertation LEGISLATION USER BEHAVIOUR TECHNOLOGICAL CONSRAINTS INNOVATION ENERGY USE POWER CONSUMPTION Figure 7 Diagram showing the connections between the elements that influence games console energy use. Arrows indicate the direction of the interactions. 5.3. Estimating and Modelling User Behaviour This research theme has two objectives: i. To create a user behaviour profile/profiles that are representative of the usage at present and for the future; and ii. To provide methodological guidelines for estimating user behaviour. 5.3.1. Understanding User Behaviour As shown in Sections 3.3 and 4.2, data are available for the consumer use of consoles. However, some aspects of console use, such as inactive and standby are not well understood. Given that these aspects have a significant impact on the magnitude of energy savings, it is important to conduct further research in this area. For instance, a better understanding of inactive time will allow the impact of an APD feature to be calculated more accurately. To refine and complete the user behaviour profiles will form the focus of the research for the immediate months ahead. This will be achieved by the following: Inclusion of questions in 2011 ISFE study - following analysis of the data gathered from the questions submitted to the 2010 ISFE study, numerous areas for improvement were identified. One main issue was ambiguity of the questions and poor understanding by respondents of the terminology used in the questions. Therefore, further questions have been requested for inclusion in the next ISFE study, due to take place in late 2011. In order to ensure that the questions are more 32 Amanda Webb Mid-course Dissertation appropriate, a pilot study will be conducted. The pilot study will use an online survey tool that will also allow the respondents to write any queries or comments on the questions, in addition to answering them. If respondents continue to be confused by the terminology used in the questions, this exercise will be repeated using adjusted questions. The questions will remain focused on consumer switch off behaviour, as the 2010 questions were, although questions regarding gamer’s number of sessions will be added. This is a key piece of information needed to calculate accurately the time a console spends inactive, something that is currently unknown. Constructing Consumer Profiles – Using the existing data available, and the new information to be collected in the 2011 ISFE study, detailed consumer profiles will be constructed that cover both inactive and active time for high definition consoles currently on the market. Most importantly, inactive time has previously been estimated based on assumptions; this research will provide the first estimation of inactive time based on data collected specifically on this area of console use. Constructing consumer profiles for games console users is complex due to the varied usage between consumers; users of consoles exhibit extremely varied behaviour; ranging from less than 1 hour a week (Interactive Software Federation of Europe, 2010) to more than 5 hours a day (Nielsen, 2007). The main limitation of this data is under 16s are not surveyed; known to make up a significant proportion of gamers. In order to overcome this, other data sources will be used to create scenarios for younger gamers. In addition, usage of secondary functions are reported in frequencies not time values. Again, other data sources will be used to build scenarios for usage of secondary functions. Consumer profiles for the future – As discussed throughout this report, games consoles are a diverse, rapidly changing product group. Figure 7 shows that user behaviour can be affected by technological developments and innovation in both hardware and software, for example the addition of a new functionality. Therefore, when considering the likely impact of legislation in the future, it is necessary to predict how user behaviour will change. In order to establish whether user behaviour is dynamic over time, trends in usage will be assessed for the period that data is available. It is likely that this will be limited to comparing active usage data due to the limited availability of data for other aspects of console usage at present. Active usage will be broken down into its constituent parts where possible, by comparing the use of secondary functions such as online gaming and media playback. If it appears that overall usage is not sensitive to changes in functionality then the profile/s constructed will be used in assessing the potential for energy saving in the future. In addition, factors driving differences in user behaviour will be examined so that user trends can be modelled. For example, it may become apparent that younger gamers are also the heaviest gamers. Therefore, if the population of younger gamers is set to increase then this will drive an increase in energy use. This assessment will require a reanalysis of the existing data on user behaviour and user characteristics. This 33 Amanda Webb Mid-course Dissertation research is linked to the research described in Section 5.4.1, that will assess likely trends in console functionality and technology in the future. 5.3.2. Developing a Methodology As described in Section 3.3, guidelines for gathering user behaviour data to model the usephase power consumption of games consoles are, at present, minimal. Information available is collected for other end-uses, except for the questions submitted to ISFE as part of this research. Although the use of consumer surveys is the suggested methodology for the Eco-design process (VHK, 2005), there are numerous limitations and complexities associated with this approach. One issue is that data are reported in different formats, making combination of data sources extremely difficult. Secondly, most of the sources of data for games consoles only cover active time, estimated to account for only 2 hours of use per day. The following activities will be undertaken to aid the development of guidelines for a methodology to model the user behaviour of games consoles and estimate the use-phase power consumption: Assessment of key methodological parameters – numerous factors will dictate the methodology adopted. The following parameters will be discussed with consultants involved in undertaking preparatory studies for the Eco-design Directive, Desk Officers responsible for Lots underway or already completed and representatives of NGOs and industry involved in the process: o The time needed to collect the necessary data; o The cost of collecting the necessary data; o The longevity of the data (i.e. how often will it need to be updated); and o Who should be responsible for collecting the data. Consultation of these groups will cover the main stakeholder groups involved in the Eco-design process, all of whom have different objectives and expectations for the Directive. The relative importance of the parameters investigated will also be considered and results weighted accordingly. 5.4. Calculating Energy Savings The objective of this research theme is: i. To provide an approach for creating a base case against which energy savings can be measured for current and future products. 5.4.1. Creating an Accurate Base Case To assess the effectiveness of policy recommendations it is necessary to be able to quantify the projected energy savings. In order to do this, a base case needs to be constructed that includes power consumption data that is representative of the installed base and user behaviour data that is representative of the gaming population (see research planned in Section 5.3.1. This section discusses research that will enable projected energy savings to 34 Amanda Webb Mid-course Dissertation be modelled for current and future generations of consoles so that the optimum requirement/ set of requirements can be identified. As discussed in Section 4.4.1, the Lot 3 report has used current best practice power consumption figures for consoles in its high definition base case. This has led to predicted energy savings three times larger than would actually occur. Current best practice power consumption figures do not represent the installed base; PlayStation®3 energy use has steadily declined over the product lifetime from 200 W at launch to around 70 W today in active mode. Already a new base case has been constructed through the research that more accurately represents the installed base of consoles. This uses an average for active and standby power consumption for all models of PlayStation®3 sold to date. The following research will be completed to develop further an accurate base case: Refined base case for current products – the new base case for high definition consoles created through this research will be further refined by weighting the power consumption figures of each model by the proportion of total sales it accounts for. It is also important to consider that the power consumption values used in the base case will become obsolete as new versions of existing consoles become available. Using reductions in power consumption seen to date in the PlayStation®3, expected reductions will be modelled and a new base case power consumption figure calculated for each calendar year. Sales volumes will be predicted using past patterns of sales seen for games consoles. At present, the aggregate energy savings have been estimated using an average sales volume of 13,500,000 consoles per year. However, games consoles generally experience peak sales mid-way through the product lifetime. This information will be used to model anticipated savings from current generation consoles in the future. Base case for future products – On release of a new model, it is anticipated that the power consumption of consoles will be generally higher than the current model due to introduction of new functionalities, increased performance and more sophisticated specifications, e.g. for resolutions beyond high definition. In order to model the base case energy use of future generation consoles it is necessary to have an understanding of technology trends. An assessment of what consumers expect from their consoles in the future, the development of new functionalities that may be incorporated into consoles and any new modes of gaming that may become available will be completed. This will involve consultation with consumers, games console manufacturers and games developers who are all involved in the direction of games console development. This will be accompanied by an assessment of the likely power implications of these technologies and therefore, the effect on the base case against which energy savings will be measured. Modelling technologies to facilitate efficiency improvements/ reductions in power consumption – It is also important to follow developments in technology that can be adopted by console manufacturers to reduce power consumption and/or improve energy efficiency. An example of this is scalable chips that use 35 Amanda Webb Mid-course Dissertation proportional computing, thus, rather than running at full capacity, they scale down their activity to an appropriate level for the task in hand. At present, the magnitude of the possible savings that these technologies can achieve for consoles is unknown. In order to quantify the likely impacts of these technologies, a model will be developed that will enable the user to apply different technologies to the base case, such as scalable chips, to establish whether the technology will facilitate energy savings and the likely magnitude of these savings. This will enable policy makers to identify so called “energy hotspots” where efforts by console manufacturers will result in significant energy savings. 5.5. Policy Strategy The objective of this research is: i. To provide a critical assessment of the Eco-design Directive, and other measures where appropriate, and their application to games consoles. At present, the Eco-design Directive is the most developed energy efficiency measure regarding requirements for consoles although no regulations have been implemented specifically for games consoles. Despite the lack of regulation, console manufacturers have made significant reductions in games console power consumption, on a voluntary basis, over the product lifetime. These reductions have been made because of technological developments that occur under a business as usual model, not because of legislative pressure. The value of applying the Directive to games consoles is therefore questionable, as reductions in power consumption are already occurring. However, as shown in Figure 7, legislation has the potential to exert influence over all elements that contribute towards the power consumption of games consoles. The following research will be undertaken: Critical assessment – In order to assess whether policy strategy is targeting the right areas of games console power consumption, a critique of the Eco-design Directive and its application to games consoles will be conducted. Referring to Figure 7 shows that legislation could target areas that are not currently covered under the Directive, for example innovation and user behaviour, which effect the power consumption of games consoles. The areas not covered by the Directive will be assessed in terms of the contribution they can make to improving the efficiency of consoles and reducing their power consumption. As stated in Section 1.3, the efficiency of a product is affected by the manner in which it is used. It is therefore important to understand the extent to which introduction of measures such as an APD feature will be undermined by consumers disabling it. If this were shown to be the case then efforts to educate consumers alongside introduction of an APD feature would maximise the benefit of implementing this measure. Official assessment – The Eco-design Directive is currently undergoing an evaluation by the EC. The results of this assessment will be monitored and considered in terms of games consoles, the scope of this research and suggested improvements to the process. The study is scheduled for completion in December 2011. 36 Amanda Webb Mid-course Dissertation 5.6. Project Plan A project plan detailing when the above research will be completed is shown in Table 15. Over the coming months research will focus on augmenting the data available for user behaviour, creating detailed consumer profiles and refining the high definition base case for current products. Early 2012 will focus on assessing trends in user behaviour and constructing consumer profiles for future products. This will be done alongside an assessment of future trends in game console functionality and possible efficiency technologies that could be implemented. This research will inform the development of a base case for future consoles, in addition to a tool that can be used to model games console power consumption and identify where energy saving efforts should be focussed. The first journal submission on estimating consumer usage will paper will be drafted and submitted to supervisors for comments in early 2012, with a second paper on regulating the energy efficiency of consoles following in early 2013. The final 6 months of the EngD programme are set aside for writing up. 37 Amanda Webb Mid-course Dissertation Table 15 Detailed project plan 2011 Oct Activity Nov 2012 Dec Jan Task Refine ISFE questions Plan pilot study Conduct pilot study Review questions as necessary Submit questions to ISFE User Behaviour Analyse ISFE results Continue to review literature for user behaviour data Continue to analyse industry data Construct consumer profiles Assess limitations of data used for consumer profiles 38 Feb Mar Apr May Jun Jul 2013 Aug Sep Oct Nov Dec Jan Feb MarOct Amanda Webb Mid-course Dissertation Assess trends in consumer usage over time Assess trends in user characteristics over time Develop consumer profiles for future products Identify key parameters in data collection via consultation with stakeholders in Eco-design process Establish guidelines for collecting user behaviour data Further refine base case for high definition consoles Model future base case for current consoles Model base case for future consoles Calculating Energy Savings Identify expected trends in game console functionality Model power implications of expected developments Model efficiency technologies that can be applied to consoles Estimate magnitude of energy savings 39 Amanda Webb Mid-course Dissertation Identify future energy hotspots and recommend areas of focus for policy Critique Eco-design Directive Identify areas that are not covered Policy strategy Assess potential contribution that coverage of these areas could make Monitor developments in EC assessment of EcoDesign Directive Make recommendations for coverage of other areas Draft abstract on estimating consumer usage Draft paper on estimating consumer usage Receive supervisor feedback Journal Papers Redraft and receive further comments Submit paper to target journal Draft abstract on regulating energy efficiency Draft paper on regulating energy efficiency 40 Amanda Webb Mid-course Dissertation Receive supervisor feedback Redraft and receive further comments Submit paper to target journal Draft contents Progress Reports Draft report Receive feedback and rework report Submit report Modules Attend Module Write up Write Thesis 41 Amanda Webb Mid-course Dissertation 5.7. Journal Publications The following two journal papers are planned for submission to peer reviewed journals during the next two years of the EngD project: 1. Proposed Title – Estimating the Consumer Usage of Multifunctional Devices, for submission to the Journal of Energy Efficiency. The paper will use the example of games consoles to illustrate the complexity and large data requirement in order to quantify the use phase impacts. An assessment of key data collection parameters will also be included. This is planned for mid-way through year 3. 2. Proposed Title - Regulating the Energy Efficiency of Games Consoles: What is the best approach?, for submission to the Journal of Energy Policy. The paper will describe the development of a model for identifying the “energy hotspots” in both current and future generation consoles. This will describe the work to model trends in user behaviour and technological developments to create a base case for the future. This will allow the effectiveness of policy recommendations to be assessed in addition to recommending areas that current policy strategy does not address. 5.8. Section Conclusion This section has detailed the planned research activities to take the research project to completion. This will improve the availability of data regarding user behaviour and result in development of a base case against which energy savings can be measured for both future and current games consoles. A model will be developed, that uses the chosen base case and predicted user behaviour and technological trends, to identify energy hotspots for future products. This will allow the potential energy saving of current policy recommendations to be assessed into the future. A detailed project plan is included, in addition to two planned journal submissions. 42 Amanda Webb Mid-course Dissertation 6. Conclusions This report has described the rationale for this project that focuses on the use-phase energy use of games consoles and how to measure the impacts of proposed requirements and developments in technology. It has been demonstrated that to date, policy measures have been recommended based on a paucity of data for user behaviour and power consumption, leading to the application of numerous incorrect assumptions. This has led to projected energy savings of the Lot 3 Ecodesign process for consoles being overestimated by three times. Work already completed to augment the data available for user behaviour and power consumption of consoles has been described; however, numerous gaps still exist. This has demonstrated that the dynamic and diverse nature of consoles as a multifunctional product make construction of a representative base case very complex. The research planned will allow creation of an accurate base case for current games consoles, against which potential energy savings of policy recommendations can be measured. In addition, trends in consumer usage, consumer characteristics and technology will be assessed in order to estimate the energy use of consoles in the future. This will allow the impact of policy recommendations to be quantified for both current and future generation consoles. Without an appropriate base case, it is likely that energy saving opportunities will be calculated incorrectly, as has happened to date. In addition, without a detailed understanding of the product being studied, it is possible that there could be unintended consequences from introduction of policy requirements that do not address the right areas of console energy use. All of these factors will lead to the failure of policy initiatives, such as the EU 20-20-20 targets and the Eco-design Directive, that are intended to enhance the security of energy supply in the future and reduce emissions of greenhouse gases. In terms of sustainability of the EU, and the global community, achieving these goals is essential at a time when conventional energy supplies are diminishing and energy demands are increasing. 43 Amanda Webb Mid-course Dissertation 7. References 2009. Green Gaming Act 2009. S.1696. United States: United States Congress. AEA 2010. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Task 1-7 Report. AOE, T. 2007. Eco-efficiency and ecodesign in electrical and electronic products. Journal of Cleaner Production, 15, 1406-1414. ASIA PACIFIC ECONOMIC CORPORATION. Year. Why Appliance Energy Efficiency Matters. In: Workshop on Environmental Goods and Services, 2009 Singapore. 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Home Entertainment Products: Product Profile - Survey of Compliance with Energy Efficiency Labelling Laws. 44 Amanda Webb Mid-course Dissertation EUROPA. 2010. The EU Climate and Energy Package [Online]. Available: http://ec.europa.eu/clima/policies/package/index_en.htm [Accessed 04/05/2011]. EUROPEAN COMMISSION. 2011. Sustainable and responsible business: Products [Online]. Available: http://ec.europa.eu/enterprise/policies/sustainablebusiness/ecodesign/product-groups/index_en.htm [Accessed 12/07/2011]. EUROPEAN PARLIAMENT AND COUNCIL 2005. European Parliament and Council Directive 2005/32/EC of 6 July 2005 establishing a framework for the setting of ecodesign requirements for energy-using products and amending Council Directive 92/42/EEC and Directives 96/57/EC and 2005/55/EC of the European Parliament and of the Council. Official Journal of the European Union, L191/29. FRAUNHOFER INSTITUTE FOR RELIABILITY AND MICROINTEGRATION IZM 2007. EuP Preparatory Studies "Televisions" (Task 5) Final Report on Task 4 "Technical Analysis". GAMES CONSOLE INDUSTRY 2011. Corrected Analysis and Energy Savings Estimates: Comparing the draft industry proposal and the Lot 3 report. GAMEVISION EUROPE 2009. Autumn 2009 European Consumer Intelligence Report. GAMEVISION EUROPE 2010. Autumn 2010 European Consumer Intelligence Report. INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2010. Video gamers in Europe 2010. INTERACTIVE SOFTWARE FEDERATION OF EUROPE. 2011. Who We Are [Online]. Available: http://www.isfeeu.org/index.php?oidit=T001:06d569232a8b2ec994c57a95653a831f [Accessed 09/05/2011]. INTERNATIONAL ELECTROTECHNICAL COMMISSION 2010. IEC 62542 : Environmental Standardisation for Electrical and Electronic Products and Systems - Glossary of Terms. KEIRSTEAD, J. 2006. Evaluating the applicability of integrated domestic energy consumption frameworks in the UK. Energy Policy, 34, 3065-3077. LOCKTON, D., HARRISON, D. & STANTON, N. 2008. Making the user more efficeinct: design for sustainable behaviour. International Journal of Sustainable Engineering, 1, 3-8. NATURAL RESOURCES DEFENCE COUNCIL 2008. Lowering the Cost of Play: Improving the Energy Efficiency of Video Game Consoles. NATURAL RESOURCES DEFENSE COUNCIL 2008. Lowering the Cost of Play: Improving the Energy Efficiency of Video Game Consoles. NATURAL RESOURCES DEFENSE COUNCIL & ENERGY SOLUTIONS 2011. Proposal Infromation Template - Game Consoles 2011 Appliance Efficiency Standards. NIELSEN 2007. The State of the Console: Video Game Console Usage Fourth Quarter 2006. 45 Amanda Webb Mid-course Dissertation NIELSEN 2009. The State of the Video Gamer: PC Game and Video Game Console User Fourth Quarter 2008. NINTENDO. 2011. Wii U [Online]. Available: http://e3.nintendo.com/hw/#/introduction [Accessed 04/08/2011]. OECD/IEA 2009. Gadgets and Gigawatts: Policies for Energy Efficient Electronics, International Energy Agency. SCEE. 2010. Organisation [Online]. Available: http://www.scee.presscentre.com/content/detail.asp?NewsAreaID=141&ReleaseI D=4627 [Accessed 15/01/2010]. SCEE 2011. Response to ErP Lot 3, Sound and Imaging Equipment Final Report. SONY. 2011. Sony Corporation Announces Executive Appointments and Realignment of Key Businesses [Online]. Available: http://www.sony.net/SonyInfo/News/Press/201103/11-032E/index.html [Accessed 01/08/2011]. SONY COMPUTER ENTERTAINMENT EUROPE. 2010. RE: EuP Lot 3, Sound and Imaging Equipment: Video Game Consoles Final Task 1-7 Report. Type to AEA. SUST- IT. 2011. Games Consoles ranked by annual running cost [Online]. Available: http://www.sust-it.net/energy_saving.php?id=71 [Accessed 09/08/2011]. THE GAMES CONSOLE. 2011. A Brief History of the Home Video Game Console [Online]. Available: http://www.thegameconsole.com/videogames70.htm [Accessed 04/08/2011]. THE POWER CONSUMPTION DATABASE. 2011. Games Consoles [Online]. Available: http://www.tpcdb.com/list.php?type=12 [Accessed 04/08/2011]. UK GOVERNMENT 2008. Climate Change Act 2008. VGCHARTZ. 2011. Hardware Comparison Table [Online]. Available: http://vgchartz.com/hwtable.php?cons%5B%5D=Wii&cons%5B%5D=PS3&cons%5B %5D=X360&cons%5B%5D=PS2®%5B%5D=UK®%5B%5D=France®%5B%5 D=Germany®%5B%5D=Spain®%5B%5D=Italy®%5B%5D=Scandinavia® %5B%5D=Other+Europe&start=39824&end=40181 [Accessed 23/03/2010]. VHK 2005. Methodology Study Eco-design of Energy-using Products: Final Report. WHAT CONSOLE. 2011. Microsoft XBOX 360/ Sony PlayStation3 (PS3)/ Nintendo Wii [Online]. Available: http://www.whatconsole.co.uk/index.php [Accessed 10/08/2011]. WIEL, S., EGAN, C. & DELTA CAVA, M. 2006. Energy efficiency standards and labels provide a solid foundation for economic growth, climate change mitigation, and regional trade. Energy for Sustainable Development, 10, 54-63. 46 Amanda Webb Mid-course Dissertation WIKIPEDIA. 2011. Consumer Electronics [Online]. Available: http://en.wikipedia.org/wiki/Consumer_electronics [Accessed 07/11/2011]. WORLD ENERGY COUNCIL. 2010. Energy Efficiency Policies around the World: Review and Evaluation. Available: http://www.worldenergy.org/publications/energy_efficiency_policies_around_the _world_review_and_evaluation/1_introduction/1175.asp [Accessed 26/02/2010]. 47 Amanda Webb Mid-course Dissertation 8. Appendices Appendix 8.1 Summary of the Eco-design Directive The Eco-design Directive was introduced to take advantage of the significant potential that exists for reducing the environmental impacts arising from the use of ErP, including saving energy. The intention is to stimulate action to be taken during the design phase of ErP as this is identified as the stage where the impacts of a product, throughout its lifetime, are determined. In order for it to be deemed necessary to create eco-design requirements under the Directive, the following criteria must be fulfilled: The product shall represent a significant volume of sales and trade, indicatively >200,000 units within the Community; The product shall, considering the quantities placed on the market and/or put into service, have a significant environmental impact within the Community; and The product shall present a significant potential for improvement in terms of its environmental impact without entailing excessive costs. In accordance with these criteria, a working plan is adopted that sets out an indicative list of product groups that are considered a priority for adoption of an implementing measure. This working plan is amended periodically. Once a product is identified as a priority, the process of product evaluation begins with the following stages: A Preparatory study; A Consultation Forum (consultation of all interested stakeholders); An Impact Assessment; A Regulatory Committee; and A scrutiny by the European Parliament. Requirements are then set for the product under consideration that are implemented via either a mandatory Implementing Measure (IM)16 or a more flexible Voluntary Agreement (VA)17. The requirements must not: significantly impact the user of the product; adversely affect the health and safety of the environment; 16 An IM, as defined in Article 2(3) (EUROPEAN PARLIAMENT AND COUNCIL 2005). is a measure adopted pursuant to the Eco-design Directive that lays down eco-design requirements for defined ErPs or for environmental aspects thereof. These requirements are mandatory. 17 A VA, the preferred approach to implementing the Eco-design Directive, is an agreement between industry and the Commission with no legislative implications. Annex VIII of the Directive gives a list of “indicative criteria to evaluate the admissibility of self-regulatory initiatives (VAs) as an alternative to an implementing measure”. 48 Amanda Webb Mid-course Dissertation significantly impact consumers, in particular regards the affordability and life cycle cost of the product; significantly impact industry’s competitiveness; impose the use of proprietary technology on manufacturers; or place an excessive administrative burden on manufacturers. Proposals for Eco-design measures, or Product Lots18, can be either horizontal or vertical. A horizontal Lot covers an aspect of energy use available on many different products, for example standby. In contrast, a vertical Lot focuses on a specific product group, for example Televisions, and addresses all aspects of that products power consumption. To date, twelve IMs have been adopted under the Eco-design Directive with an estimated annual energy saving of 376 TWh in 2020 (European Commission, 2011) along with one VA that has recently been accepted for complex Set Top Boxes. In total, 38 product Lots are currently at some stage in the process (eceee, 2011). 18 A Lot is a product or group of products that has been identified as having significant potential for energy saving. 49 Amanda Webb 30 Month Progress Report 30 Month Progress Report Executive Summary This report documents the progress made on the research project since submission of the 24 month report in October 2011. It also updates the project plan and details the activities due for completion during the next 6 months’ of research. Any developments outside of the project, such as new regions considering regulations for games console energy use, are discussed to ensure the project is up-to-date and relevant. The overall objective of the research is to improve the approach to regulating consoles in order to reduce their energy use, compared to Business As Usual, thereby reducing their environmental impact. The introduction of policies concerning appliance energy use now forms an important part of energy policy to reduce CO2 emissions. The International Energy Agency (IEA) identify the Information Communication Technologies (ICT) and Consumer Electronics (CE) sectors as the fastest growing, now accounting for 15% of residential electricity use (OECD/IEA, 2009). As a result, games consoles have been identified as a product group that make a significant contribution to household energy use, and therefore hold potential for energy savings. However, there is limited information regarding the usage of games consoles, how consoles use energy and what policy options are applicable to consoles. As discussed in previous progress reports, the study of consoles to date has often involved the use of poor quality and incomplete data, the application of numerous assumptions and a lack of understanding of console architecture. This has led to the recommendation of requirements based on other domestic appliances, such as PCs and DVD players, for which more information is available. Some of the recommendations are, therefore, not applicable to consoles and offer little or no environmental benefit while also restricting innovation. This research is concerned with improving the assessment of console usage estimates, power consumption and architecture in order to aid the development of appropriate efficiency standards of other measures to reduce the energy use of consoles. Work of this nature is of critical importance if games consoles are to continue to be sold in the EU; many millions of consumers of all ages enjoy using games console in the home for entertainment purposes. Furthermore, the games console industry employs thousands of people throughout Europe, and generates more revenue than the cinema box office (Interactive Software Federation of Europe, 2012). The report concludes with an updated project plan to reflect changes from the past 6 months and also to include any new tasks that have arisen. Work planned for the next 6 months’ of research is also detailed. i Amanda Webb 30 Month Progress Report Contents Executive Summary..................................................................................................................... i 1 Introduction ....................................................................................................................... 2 2 Developments Regarding Energy Efficiency Instruments and Standards .......................... 3 3 2.1 Australian Department of Climate Change and Energy Efficiency.......................................... 3 2.2 Californian Energy Commission – Appliance Efficiency Regulations ...................................... 4 2.3 ENERGYSTAR® ......................................................................................................................... 4 2.4 Energy Efficiency, Energy Use and Power Consumption ........................................................ 4 2.5 Section Conclusion .................................................................................................................. 5 Research Progress .............................................................................................................. 6 3.1 Work Package 1 – Situational Review of User Behaviour ....................................................... 6 3.2 Work Package 2 – Plotting the Saw Tooth .............................................................................. 7 3.2.1 3.3 Work Package 3 – Baseline Analysis ....................................................................................... 8 3.3.1 4 PlayStation® Power Consumption Testing ...................................................................... 7 Summary of Baseline Analysis....................................................................................... 10 3.4 Work Package 4 – Understanding Console Power Consumption ......................................... 13 3.5 Work Package 5 – Energy Efficiency Technology Assessment .............................................. 13 3.6 Section Conclusion ................................................................................................................ 13 Project Plan Update ......................................................................................................... 14 4.1 Work Package 1 – Situational Review of User Behaviour ..................................................... 14 4.2 Work Package 2 – Plotting the Saw Tooth ............................................................................ 14 4.3 Work Package 3 – Baseline Analysis ..................................................................................... 15 4.4 Work Package 4 – Understanding Console Power Consumption ......................................... 15 4.5 Work Package 5 – Energy Efficiency Technology Assessment .............................................. 15 4.6 Project Plan ........................................................................................................................... 16 4.7 Section Conclusion ................................................................................................................ 18 5 Conclusions ...................................................................................................................... 19 6 References ....................................................................................................................... 20 ii Amanda Webb 1 30 Month Progress Report Introduction This report discusses the progress made on the research project since submission of the 24 month report in October 2011, and the addendum in December 2011. It includes an update on the status of the tasks outlined for the past 6 months of research. In addition, any contextual developments such as new regions considering legislation, and the likely impact of these on the project, are discussed. Finally, the report turns to focus on the tasks due for completion over the coming 6 months. 2 Amanda Webb 2 30 Month Progress Report Developments Regarding Energy Efficiency Instruments and Standards This section gives an update to the background and context of the research in terms of developments regarding the regulation of games consoles for energy saving. These are discussed in turn below. 2.1 Australian Department of Climate Change and Energy Efficiency Based on studies of Australian Home Entertainment Products (HEPs), games consoles were predicted to account for 20% of HEPs energy use in Australian homes by 2020 (Australian Government Department of Climate Change and Energy Efficiency, 2011). As a result, the Australian government initiated a process to develop requirements for game consoles. A document detailing energy efficiency19 options for games consoles was published in late January (EnergyConsult, 2012a), followed by a stakeholder meeting in early February. The Australian government are keen to pursue a voluntary agreement with the console industry (Australian Government Department of Climate Change and Energy Efficiency, 2012), although it is stated that mandatory intervention would be contemplated in the absence of meaningful agreement with industry. Since the initial stakeholder meeting, the energy efficiency options document has been revised in light of the discussion and submissions of data by industry. These submissions have resulted in the following significant changes (EnergyConsult, 2012b): Estimated energy consumption of games consoles in Australia in 2010 has been revised from 600 GWh pa to 325 GWh per annum; Stated voluntary reductions for in-use power consumption of the PlayStation®3 and Xbox 360 have been revised from 50% to 60% (since first release model); Usage estimates have been revised, including a reduction in gameplay time from 2hrs/day to 1hr/day and inadvertent (inactive)/media/other use reduced to 1hr/day from 5hrs/day. It is anticipated by the Australian government that the console industry will make an announcement in June 2012 stating their commitment to developing a voluntary agreement by 2013 (Australian Government Department of Climate Change and Energy Efficiency, 2012). Of particular relevance to this process will be the baseline assessment, the results of which can be used by the Australian authorities to measure the impact of different policy options. If the development of a voluntary agreement for consoles progresses according to the schedule outlined by the Australian government, then this could set the precedent for all other legislation under development globally. 19 There is no definition of energy efficiency in the document itself. Please refer to Section 2.4 where definitions used in this document are listed 3 Amanda Webb 2.2 30 Month Progress Report Californian Energy Commission – Appliance Efficiency Regulations Established in 1976, the Californian Appliance Efficiency Regulations were developed in response to a legislative mandate to reduce California’s energy consumption (The California Energy Commission, 2012). In response to a scoping workshop held in August 2011, the Natural Resources Defense Council (NRDC) submitted a proposal to the Californian Energy Commission (CEC) regarding regulating games consoles for energy efficiency20 (Natural Resources Defense Council and Energy Solutions, 2011). As stated in the 24 month report, the NRDC proposal is broadly in line with the console industry’s proposal, although the power limits for Media playback and navigation modes are around 20 W lower. Of particular concern to console manufacturers is the power limit suggested for media playback, which is 50 W in 2014 and 25 W in 2016. At present, consoles use around 75 W in media playback mode (Natural Resources Defense Council and Energy Solutions, 2011). Recently, amendments were published to the Commission’s Appliance Efficiency Regulations (State of California, 2012). This document outlines the products to be considered and when action is likely to take place. Games consoles are listed under phase 1, which is planned to run from 2nd Quarter 2012 to 2nd Quarter 2013. 2.3 ENERGYSTAR® As discussed in the 24 month report, the ENERGYSTAR® program had shown a renewed interest in developing requirements for games consoles. These recommendations lacked significant detail with power limits and timelines simply left as “To Be Defined” (TBD) (EnergyStar, 2011). As a result, console manufacturers have expressed their concern over the proposals due to their undefined nature and no indication of time lines. This has once again led to the process being delayed until a more comprehensive analysis can be completed. 2.4 Energy Efficiency, Energy Use and Power Consumption As demonstrated in Sections 2.1 and 2.2 the term energy efficiency is used in many instances without a definition being offered. It is also often used interchangeably with energy consumption. Below definitions are given for the terms used in this document so that it is clear exactly what is being referred to. Energy Efficiency – this is a measure of the power required to provide a specific service. For instance, take two DVD players that have high definition output. One uses 45 W when playing a disc, and the other 25 W. Therefore, the second is more efficient as it provides the same service but requires less power to do so. The key to efficiency comparisons is that like for like services or functions are being compared. Simply comparing the power consumption does not indicate the efficiency. Power Consumption – this is the power required by an appliance to perform a specific task or fulfil a user request. Using the example above, 45 W is a measure of the power 20 There is also no definition of the meaning of energy efficiency under this instrument. As above in footnote 1, the definitions employed throughout this document are listed in Section 2.4 4 Amanda Webb 30 Month Progress Report consumed by the DVD player when playing a disc. The power consumption of the DVD player could also be measured in standby mode, for example. Energy use – this refers to the energy used by an appliance over time. For instance, consider a DVD player playing a film disc for two hours per day with a power consumption of 45 W. This appliance would use 90 Wh a day, or 630 Wh per week, playing film discs. 2.5 Section Conclusion This section has discussed developments regarding the introduction of legislation for games consoles. It shows that interest in consoles and their energy saving potential is growing, and that many requirements are planned for introduction in 2013. This highlights the importance of the research project at this time, which will deliver essential information and analysis to the various discussions underway. This will improve the assessment of consoles and aid development of requirements that result in environmental benefit, whilst also allowing console manufacturers to innovate. An explanation of the definitions used in this document is also given to ensure that it is clear what is being referred to when these terms are used. 5 Amanda Webb 3 30 Month Progress Report Research Progress This section discusses the progress made in the research project since submission of the 24 month report. Progress will be measured against the project structure laid out in the addendum to the 24 moth report submitted in December 2011, which split the research into five “work packages”. All of the work packages contribute to the overall objective to improve the approach to managing games console energy use to reduce their environmental impact against a Business as Usual scenario. The project structure is summarised in Figure 1. Each work package is discussed in turn below. Objective 1: Objective 2: Objective 3: Understand user behaviour and power consumption of games consoles Construct a representative base line Identify opportunities to reduce console energy use WP1 – User behaviour WP3 – Base line analysis WP4 – Model of console power consumption WP5 – Technology Assessment WP2 – Plotting the Saw Tooth Figure 1 Schematic showing the organisation of the work packages (WP) under each subobjective 3.1 Work Package 1 – Situational Review of User Behaviour The objective of this work package is to improve understanding of user behaviour, both to aid estimation of the energy use of games consoles in the use-phase and, by extension, to estimate the potential energy saving of different policy measures. In particular, the calculation of inactive time has proven extremely difficult due to a lack of data regarding this aspect of console energy use. It was suggested in the 24 month report that further survey research would be undertaken regarding inactive time by the research engineer. However, after careful consideration, it was acknowledged that further data collection would continue to have the same limitations as that already collected; including no coverage of under 16’s and reliance on methods involving self-reported usage. As a result, the existing data for consumer usage of consoles has been used to calculate inactive time, which at the moment is the best available estimate. 6 Amanda Webb 30 Month Progress Report A literature review has also been on-going under this work package, identifying some new sources of data with different aspects of console usage in the home covered. Of most interest is data collected through intrusive surveys of Australian households, whereby every appliance found in the households surveyed are recorded (Equipment Energy Efficiency Program, 2006, Equipment Energy Efficiency Program, 2011). These surveys have recorded the mode in which consoles were found when the survey was carried out. In 2005, 72% of units were found off, 23% unplugged and 5% in passive standby (inactive) compared to 2010, which found 63% in off mode, 32% unplugged, 4% in passive standby and 1% in active standby. In both cases, this shows that 95% of consoles were either off or unplugged, with a very small percentage found inactive. This is in direct contrast to the assumption that “50% of consoles are left on all of the time” (Natural Resources Defense Council, 2008). This highlights the lack of certainty around this aspect of console usage, which has a large impact on the energy savings estimates for introduction of Auto Power Down. 3.2 Work Package 2 – Plotting the Saw Tooth The objective of this work package is to map the aggregate energy use of consoles over time through combination of power consumption data and sales of consoles. The “saw tooth” phenomenon has been widely cited by console manufacturers when explaining the dynamic nature of console power consumption within the product lifetime i.e. the power reductions that occur during a console generations’ lifetime as hardware and software is redeveloped. This research will measure and plot the power consumption of PlayStation® consoles (for use in the home only) to construct the saw tooth. Furthermore, by combining the power consumption data of each model of PlayStation® with sales data, the aggregate energy use of PlayStation® may be estimated. If stakeholders involved in the policy process can be persuaded of the existence of the saw tooth then policy measures sympathetic to such a trend could be developed. By calculating the aggregate energy use of each generation of PlayStation® products over their lifetime will enable the benefit of introducing legislation to be assessed at different times. It could also indicate the optimum time to introduce legislation in order to speed up the Business As Usual energy reductions already seen over the product lifetime. Work to gather sales data for each version of each PlayStation® console is complete, however issues regarding confidentiality need to be overcome if they are to be used as required. Sourcing consoles for testing has also proved more complicated than anticipated for PlayStation®2 and identification of specific models will have to be done manually as multiple models are labelled with the same model number. This has led to a delay in console testing, however power consumption testing has begun on the consoles already available to the research engineer, and a summary of testing for PlayStation® is given below. 3.2.1 PlayStation® Power Consumption Testing The power consumption of each chassis of PlayStation® has been tested using a Hameg HM8115-2 8 kW Power Meter. Measurements have been taken in the following modes: 7 Amanda Webb 30 Month Progress Report Standby/off – console is plugged into the mains, but not switched on, a controller is connected, but no disc is loaded. Menu/navigation – console is plugged into the mains and switched on, a controller is connected, but no disc is loaded. Active gameplay – console is plugged into the mains with a controller connected and a disc loaded. Measurements taken while playing an exhibition match on ISS Pro Evolution. Measurements were taken according to the ENERGYSTAR® test methodology (Energy Star, 2009), where the console was left in the mode to be tested for 5 minutes before recording began for a further 5 minutes, with measurements being taken at 1 second intervals. The initial results, for PlayStation® are shown in Figure 2. These values are averages of the readings taken over the 5 minute testing period. This shows that for PlayStation® models, power consumption decreased with each revision. It is interesting to note the low power consumption in Active and Menu modes compared to high definition consoles today, around 9 W compared to around 80 W today, while standby power consumption is relatively high, just over 2 W for PlayStation® compared to less than 0.5 W today. This highlights the progress already made in terms of power consumption in modes that do not provide a main function, but simply offer reactivation. 10.0 9.0 Power Consumption (W) 8.0 7.0 6.0 5.0 Active 4.0 Menu 3.0 Standby/Off 2.0 1.0 0.0 PS1_1 PS1_2 PS1_3 PS1_4 PS1_5 PlayStation® Chassis Figure 2 Chart showing the average power consumption of each PlayStation® chassis in the modes tested 3.3 Work Package 3 – Baseline Analysis Significant progress has been made on this part of the research project. The objective of this research is to develop a representative baseline, against which the energy saving potential of different policy measures can be estimated. This has involved construction, 8 Amanda Webb 30 Month Progress Report comparison and critique of the baselines in use by various stakeholders, in addition to the development of new ones. This work is detailed below in Section 3.3.1. One task under this work package not yet included in the baseline analysis is the research to estimate how many consoles form the installed base, i.e. the number of consoles still in consumers’ homes. Data regarding console product lifetimes has been collected where available, which indicates an average product lifetime for a games console of around 5 years (AEA, 2010, Market Transformation Programme, 2009). These sources will be critiqued in terms of the basis for these estimations in addition to studying other appliances of a similar nature and with similar components, such as Set Top Boxes and PCs. A sensitivity analysis will also be performed on the lifetime figures. Another aspect being researched is the retirement rate of consoles. A general retirement rate for appliances was found in the literature (Koomey et al., 1998) which gives a linear retirement rate according to the following parameters: If Age <2/3*(average life) then 100% survive If Age >2/3 *(average life) and Age <4/3 *(average life) then 2-age*1.5/(average life) survive If Age >4/3*(average life) then 0% survive This is shown graphically in Figure 3. This gives a very general indication of appliance survival rates. The Australian government provided the research engineer with the survival function they have developed specifically for games consoles. This estimates much longer lifetimes, with 99% of consoles expected to be in use 6 years after purchase, 50% of consoles still to be in use 15 years after purchase and 25% expected to be in use 25 years after purchase. Comparing to the retirement function in Figure 3, suggests the average lifetime of a console to be 15 years in Australia, much higher than the figures found in the literature of around 5 years. Further work will be completed on this over the next 6 months’ to refine these estimates. 9 Amanda Webb 30 Month Progress Report Figure 3 Graphical representation of a linear retirement function for appliances (Koomey et al., 1998) 3.3.1 Summary of Baseline Analysis This section gives a brief summary of the initial results of the baseline analysis work completed to date. It was anticipated that a draft paper would be ready for inclusion in this report; however, the draft is not yet complete. A review of the literature regarding console energy use was completed to identify existing baselines, where a baseline is the estimated energy use of a games console at a particular point in time. For example, the Lot 3 ErP report on Sound and Imaging equipment (AEA, 2010) estimates the energy use of a console based on user behaviour and power consumption data. Seven other estimates of console power consumption were identified in addition to that contained in the ErP report. For ease of comparison, the data for each baseline was assembled into the same format as that used in the ErP report, shown in Table 1. This format was chosen as it clearly lays out the data inputs to the calculation. In some cases, data was not available at the granularity required and so assumptions were applied to the data that was available to construct the baseline. For instance, the NRDC 2011 data did not have power consumption data for internet browsing; it was therefore assumed that power consumption in navigation was representative of all other secondary functions. All assumptions made by both the research engineer and the original author of the baseline are clearly stated so that it is evident how the baseline was constructed and what the limitations of the data are, and by extension, the limitations of any conclusions drawn. 10 Amanda Webb 30 Month Progress Report Table 1 Example of the format for constructing baselines (AEA, 2010) The estimated energy use of a console per year was calculated for the various baselines. This ranged between 917.8 kWh (Natural Resources Defense Council, 2008) and 44.1 kWh (EnergyConsult, 2012b). The results for each baseline are shown in Table 2. A detailed comparison of the baselines will be included in the draft paper. Table 2 Summary of the estimated energy use of consoles for each baseline included in the assessment Energy use (kWh/year) Game Play Movie/video playback Internet Browsing Other Functions Standby/ Off Total Lot 3 Original 25.0 6.2 0.0 6.2 8.8 46.2 Lot 3 (High Definition) 47.6 10.9 2.7 8.2 7.2 76.5 NRDC 2008 511.5 172.9 77.7 153.0 2.7 917.8 NRDC 2011 71.5 39.3 5.5 2.9 3.6 122.9 Australia original 60.8 78.6 12.4 151.7 Australia updated 21.0 19.2 4.0 44.1 Industry (Installed base) 57.7 10.3 101.1 Base case Industry (Current chassis) 16.5 4.1 12.4 61.8 36.8 10.5 2.6 7.9 4.0 This phenomenal difference in estimates of games console energy use illustrates why estimating the potential energy saving of different policy measures is complex; potential energy savings would depend on which baseline is chosen to measure against. Much of the 11 Amanda Webb 30 Month Progress Report difference encountered is due to the following reasons that were identified during the critiquing process: Different data used for power consumption and user behaviour: in some cases this is due to the baselines being constructed at different times. As described in Section 3.2, the power consumption of games consoles changes over time due to the redevelopment of software and hardware. Baselines not equivalent: some of the baselines were intended to represent all consoles of the current generation, while others were specifically created to represent high definition consoles. There were also differences regarding whether the baseline was to represent the installed base of current generation consoles or the current best practice. Incomplete data and application of assumptions: many of the baselines were constructed using data that was incomplete in some way, resulting in the application of assumptions. For example, the NRDC 2008 baseline was constructed on the assumption that 50% of users leave their consoles on all of the time, as no data was available for the time a console spends inactive. This resulted in the estimate of energy use for consoles of 917.8 kWh/year, six times greater than the next largest estimate. Following a critique of the baselines, key criteria to consider when constructing a baseline have been identified. These are: 1. Definition – clear definition of what the baseline represents e.g. installed base or current best practice 2. Data – use of appropriate and comprehensive data for power consumption and user behaviour that is verifiable and not based on assumptions 3. Comprehensive – the baseline must account for all on-time and contain data that fulfils the requirements of the definition These criteria were then employed in the construction of two new baselines, one to represent the installed base of high definition consoles and the other to represent the current best practice high definition consoles. It has been deemed necessary to create two in order to account for the dynamic nature of console power consumption. The estimated energy use of consoles per year for the two baselines is 94.2 kWh for the installed base and 65.1 kWh for the current best practice. These baselines have employed the newly calculated estimate for inactive time, mentioned in Section 3.1, the averages of best available power consumption values and manufacturer usage estimates that have been accepted by numerous studies, including the Lot 3 ErP study. The new baselines will continue to be refined as more data becomes available regarding usage and power consumption, in addition to performing a sensitivity analysis. The full draft paper will be included in the next progress report in October 2012, by which time it is anticipated that it will have been submitted to a peer reviewed journal. 12 Amanda Webb 3.4 30 Month Progress Report Work Package 4 – Understanding Console Power Consumption The research completed so far for this work package has resulted in construction of an initial theoretical model of console power consumption. This has involved research into the power consumption of similar specification components to those present in current high definition games consoles, including the CPU, GPU, Optical Drive and Memory. This research will help to improve understanding of console architecture and how games consoles use the energy they consume. It will also help to develop power limits for consoles based on console architecture and not reductions seen in other appliances, such as PCs. As stated by (Koomey et al., 2011), more research is needed to understand the relative contributions of different components to progress in the electrical efficiency of computer systems as a whole. A key contribution of this research will be the ability to estimate the impact of power and clock gating technologies, for which data is currently only available regarding reductions seen in PCs. The model of console power consumption will undergo significant refinement during the next 6 months and will be included in the October progress report. 3.5 Work Package 5 – Energy Efficiency Technology Assessment The aim of this research is to assess the technologies that have been recommended by the stakeholders involved in setting requirements for consoles. This work has not yet started due to the model of console power consumption taking precedence. However, this will not delay any other work and the first two tasks for completion under this work package have been scheduled for completion by the end of March, one month later than planned. 3.6 Section Conclusion This section has summarised the progress made over the past 6 months of research. It demonstrates that numerous tasks have been completed and that the research is progressing well. The next section will follow on from this to detail the tasks and deliverables due for completion in the next 6 months. 13 Amanda Webb 4 30 Month Progress Report Project Plan Update This section updates the status of the tasks and deliverables that were scheduled for completion over the last 6 months and also details the plan for research over the next 6 months. Where deadlines have not been met, an explanation is given with a new deadline where necessary. The project status is summarised in Section 4.6. 4.1 Work Package 1 – Situational Review of User Behaviour The research under this work package is on track and will be finished before submission of the month 36 progress report. As stated above, no further market research will be conducted by the research engineer so this, and subsequent tasks, are no longer necessary. During the next 6 months the following tasks and deliverables will be completed: 4.2 Assess trends in usage over time – data collected regarding consumer usage of consoles and collated for the situational review of user behaviour will be assessed in terms of trends in usage over time. This will identify changes in the frequency of use of functions such as media playback, video streaming etc. Any trends that are identified will help to inform projections of console usage into the future, that could affect the energy use and therefore the effectiveness of policies recommended. Create future usage scenarios – following on from the above task the assessment of console usage over time will aid development of scenarios of usage in the future, for instance increased video streaming. A sensitivity analysis will also be performed on the data. Situational review – the literature will be checked on a quarterly basis to identify any new sources of user behaviour data that can be included in the situational review and will keep the development of the future usage scenarios up-to-date with any relevant changes in usage. Work Package 2 – Plotting the Saw Tooth During the next 6 months the power consumption testing will be completed and the saw tooth plotted. In addition, the power consumption data will be matched to the sales data allowing the aggregate energy use of PlayStation® products to be estimated. This will then be analysed to identify when the peak energy use occurs within each generation of PlayStation® products. This information will highlight when the introduction of legislation can have the greatest impact over and above the voluntary, Business As Usual reductions already made through hardware and software redevelopment. The sourcing and testing of consoles has been extended due to issues in identifying the different models of PlayStation® products, and therefore sourcing them. However, once this is complete, testing can continue immediately and the delay will not affect the remaining tasks in this work package. 14 Amanda Webb 4.3 30 Month Progress Report Work Package 3 – Baseline Analysis This work package will be completed during the next 6 months’ of research, with all tasks scheduled for the past 6 months completed, except for the draft paper which is currently in draft. The baselines created for high definition consoles will continue to be refined and a sensitivity analysis will be performed. It is also planned that the draft paper will be submitted to a peer reviewed journal during this period. 4.4 Work Package 4 – Understanding Console Power Consumption Significant progress has been made on the research under this work package, with an initial model of console power consumption completed. This will continue to be refined in terms of the data used and the assumptions made. The next steps include: 4.5 Identification of the high power components – this will improve stakeholder understanding of console power consumption on a component basis. It will also help to illustrate the magnitude of energy savings that can be expected on introduction of the various technologies recommended by authorities developing legislation (related to Work Package 5). This will be useful in discussions concerning the likely energy saving on implementation of scalable chips. Developing models of potential future generation consoles – this will involve creating scenarios of possible future generation consoles in terms of product and component specifications. These scenarios will be accompanied by estimates of their likely energy use. This will help in assessment of the anticipated energy use of consoles in the future, and therefore, the likely applicability of current recommendations. Work Package 5 – Energy Efficiency Technology Assessment Research under this work package has been delayed due to the complications described in Section 4.2, and Work Package 4 being of more use to the sponsor organisation at this time. The delay will not have a significant impact on completion of the overall research project as activities that require this to be complete are not scheduled until the beginning of May. The next 6 months will see a comprehensive assessment of the various energy saving technologies recommended for consoles, including the feasibility of implementation and the likely magnitude of the associated energy savings. This work is closely linked with the research regarding console power consumption (Work Package 4) and will use the model developed for future consoles to assess the potential energy savings of the technologies for next generation products. This will be of use when considering the longevity and appropriateness of policy recommendations and assessing the magnitude of savings that can be expected. 15 Amanda Webb 4.6 30 Month Progress Report Project Plan This section summarises the status of the tasks and deliverables planned under each work package. The project plan extends until the end of the research project in October 2013 and it is expected that the thesis will be submitted on time. Items highlighted in green are those that have already been completed or are on schedule, while those in yellow are items that have been delayed and the date due for completion extended. Project Management - Gantt Chart March 2012 Tasks and Deliverables Start Date Duration (days) End Date Status WP1 - User Behaviour Situational Review Identify new sources of user behaviour data Commission market research Update situational review of user behaviour over time Assess trends in usage over time Insert results of market research into situational review Create future usage scenarios Chapter - situational review of user behaviour over time + projections for future 01/02/2012 01/01/2012 12/03/2012 01/04/2012 01/07/2012 01/08/2012 01/08/2012 90 60 50 20 31 31 45 01/05/2012 01/03/2012 01/05/2012 21/04/2012 01/08/2012 01/09/2012 15/09/2012 Ongoing Cancelled Ongoing Delayed Cancelled 01/02/2012 WP2 - Plotting the Saw Tooth Identify all models of PlayStation consoles ever sold Gather sales data for each model Pilot study: ascertain methodology and time needed for testing Source each console and games to play on each Test console power consumption Plot power consumption over time Identify peak energy use in each generation Create future power consumption scenarios 01/01/2012 01/01/2012 16/01/2012 01/01/2012 07/02/2012 01/05/2012 01/05/2012 01/01/2013 31 60 22 121 84 30 30 31 01/02/2012 01/03/2012 07/02/2012 01/05/2012 01/05/2012 31/05/2012 31/05/2012 01/02/2013 Complete Complete Complete In progress In progress 07/01/2012 07/03/2012 05/02/2012 WP3 - Baseline Analysis Critique existing baselines and identify strengths and weaknesses Identify key criteria for baseline construction Establish how many consoles are still in use Construct baseline for high definition consoles Research Paper (doubling as 30 month report) Conduct sensitivity analysis 01/01/2012 01/01/2012 01/02/2012 01/02/2012 01/03/2012 01/04/2012 30 30 30 42 31 30 31/01/2012 31/01/2012 02/03/2012 14/03/2012 01/04/2012 01/05/2012 Complete Complete Complete Complete Complete 15/01/2012 18/01/2012 01/03/2012 Data sources need critiquing + sensitivity analysis 04/03/2012 01/04/2012 WP4 - Understanding Console Power Consumption Create theoretical models of consoles and associated power consumption Identify high power components Develop models for possible future console scenarios and associated power consumption Research paper - Console energy use on a component basis: Where energy savings can be realised 01/01/2012 01/04/2012 01/04/2012 01/08/2012 60 61 122 61 16 01/03/2012 Complete 01/06/2012 01/08/2012 01/10/2012 Date Completed Comments 12/03/2012 No impact on subsequent tasks or deliverables Extended to account for problems in sourcing consoles Extended to account for problems in sourcing consoles 24/02/2012 Second revision completed 16/03/2012 Amanda Webb 30 Month Progress Report WP5 - Energy Efficiency Technology Assessment List energy saving technologies available for consoles Identify those with greatest energy saving potential Assess feasibility of implementation Consider future consoles and potential energy saving of different technologies Research paper - Assessment of most appropriate energy saving technologies for consoles 01/03/2012 01/03/2012 01/05/2012 01/04/2012 01/08/2012 29 29 61 122 61 30/03/2012 Delayed 30/03/2012 Delayed 01/07/2012 01/08/2012 01/10/2012 EngD Requirements 30 month Report EngD Conference 2012 36 month Report Write up thesis 42 month Report Re-work/ gather more data as necessary/ re-write 01/03/2012 26/06/2012 01/09/2012 01/01/2013 01/03/2013 01/04/2013 31 2 30 90 31 183 01/04/2012 Complete 28/06/2012 01/10/2012 01/04/2013 01/04/2013 01/10/2013 17 Now due for completion at end of March Now due for completion at end of March Amanda Webb 4.7 30 Month Progress Report Section Conclusion This section has shown that the research is on track for completion by October 2013, when the thesis will be submitted. Despite some tasks being delayed, these have not had a significant impact on the overall progress of the research and should easily be incorporated within the next 6 months of work. 18 Amanda Webb 5 30 Month Progress Report Conclusions This report has detailed the progress made on the research project over the past 6 months and updated the project plan accordingly. The research planned for the next 6 months has also been discussed. Highlights of the research over this period have been detailed including the initial power consumption testing results and the model of console power consumption. In addition, the relevance of these highlights to the broader project background has also been elicited. Any changes to the project plan have been highlighted and deadlines adjusted where necessary, however this has not affected the October 2013 submission date for the final dissertation. 19 Amanda Webb 6 30 Month Progress Report References AEA 2010. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Task 1-7 Report. AUSTRALIAN GOVERNMENT DEPARTMENT OF CLIMATE CHANGE AND ENERGY EFFICIENCY. 2011. Session 2: Other Home Entertainment [Online]. Available: http://www.energyrating.gov.au/wpcontent/uploads/Energy_Rating_Documents/Library/Home_Entertainment/Home_Entertai nment/2011-04-HE2-ryan-holt2.pdf [Accessed 10/08/2011. AUSTRALIAN GOVERNMENT DEPARTMENT OF CLIMATE CHANGE AND ENERGY EFFICIENCY 2012. Video Game Console Consultation Working Group MINUTES MEETING 1. ENERGY STAR 2009. Program Requirements for Computers, Version 5.1 Game Console Requirements – Draft Final. ENERGYCONSULT 2012a. Video Game Consoles: Energy Efficiency Options - DRAFT. ENERGYCONSULT 2012b. Video game Consoles: Energy Efficiency Options - DRAFT 2. ENERGYSTAR 2011. Proposed Performance Requirements for Games Consoles Draft 1. EQUIPMENT ENERGY EFFICIENCY PROGRAM 2006. 2005 Intrusive Residential Standby Survey Report. EQUIPMENT ENERGY EFFICIENCY PROGRAM 2011. Third Survey of Residential Standby Power Consumption of Australian Homes - 2010. INTERACTIVE SOFTWARE FEDERATION OF EUROPE. 2012. The Facts [Online]. Available: http://www.isfe.eu/industry-facts/facts [Accessed 26/03/2012. KOOMEY, J. G., BERARD, S., SANCHEZ, M. & WONG, H. 2011. Implications of Historical Trends in the Electrical Efficiency of Computing. IEEE Annals of the History of Computing. KOOMEY, J. G., MAHLER, S. A., WEBBER, C. A. & MCMAHON, J. E. 1998. Projected Regional Impacts of Appliance Efficiency Standards for the U.S. Residential Sector. University of California. MARKET TRANSFORMATION PROGRAMME 2009. BNCE GC01: Game Consoles (GCs) Government Standards Evdience Base 2009: Key Inputs. NATURAL RESOURCES DEFENSE COUNCIL 2008. Lowering the Cost of Play: Improving the Energy Efficiency of Video Game Consoles. NATURAL RESOURCES DEFENSE COUNCIL & ENERGY SOLUTIONS 2011. Proposal Infromation Template - Game Consoles 2011 Appliance Efficiency Standards. OECD/IEA 2009. Gadgets and Gigawatts: Policies for Energy Efficient Electronics, International Energy Agency. STATE OF CALIFORNIA 2012. Energy Resources Conservation and Development Commission: 2012 Rulemaking on Appliance Efficiency Regulations. THE CALIFORNIA ENERGY COMMISSION. 2012. California's Appliance Efficiency Program [Online]. Available: http://www.energy.ca.gov/appliances/ [Accessed 19/03/2012. 20 Amanda Webb 36 Month Progress Report 36 Month Progress Report Executive Summary This report documents the progress made on the research since submission of the 30 month progress report in April 2012. Important recent developments are discussed and the specific involvement of the research engineer is highlighted. Research progress under each work package, and the tasks for the next 6 months, are detailed. The project plan has been updated and summarises the next 12 months of work that will take the research project to completion. Considerable progress has been made over the last 6 months with research for three of the four work packages drawing to a close. Most noteworthy is the completion of a paper for submission to a peer review journal that offers two representative and reliable baseline energy use estimates for games consoles, based on a meta-analysis of user behaviour and power consumption data. Power consumption testing is complete, the results of which will be used to show how console power consumption has changed over time and to estimate the aggregate energy use of consoles. This provides a more comprehensive data set for console power consumption than that which appears to be available in the literature to date. Research activities draw to a close over the next 6 months, with the focus shifting to writing up the thesis. In particular, the final work package will draw together the research already completed to consider different scenarios of possible future console development in terms of power consumption and functionality. This will enable consideration of future console energy use and allow the energy saving potential of proposed policy measures and various technologies to be assessed. This will be used to identify the policies and technologies that offer the greatest energy saving. It is anticipated that a first draft of the thesis will be ready for review by the time of the next progress report in April 2012. In addition, a journal paper on console power consumption is also planned to be completed at the same time. i Amanda Webb 36 Month Progress Report Contents Executive Summary..................................................................................................................... i 1 Introduction ....................................................................................................................... 1 2 Developments Regarding Energy Efficiency Instruments and Standards .......................... 2 2.1 Energy related Products Eco-design Directive Lot 3 – Sound and Imaging Equipment .......................................................................................................................................... 2 3 2.2 Australian Department of Climate Change and Energy Efficiency.......................................... 6 2.3 EnergyStar® ............................................................................................................................. 7 2.4 Other Regions ......................................................................................................................... 7 2.5 Conclusions ............................................................................................................................. 7 Research Progress .............................................................................................................. 8 3.1 Work Package 1 – Situational Review of User Behaviour ....................................................... 8 3.2 Work Package 2 – Plotting the Aggregate Energy Use of Consoles ...................................... 11 3.3 Work Package 3 – Baseline Assessment ............................................................................... 12 3.4 Work Package 4 – Understanding console power consumption and potential energy saving opportunities ............................................................................................................. 13 3.5 4 Conclusions ........................................................................................................................... 15 Project plan for remaining 12 months ............................................................................. 16 4.1 Thesis Structure .................................................................................................................... 16 4.2 Project Plan ........................................................................................................................... 16 5 Conclusions ...................................................................................................................... 19 6 References ....................................................................................................................... 20 7 Appendices ....................................................................................................................... 22 ii Amanda Webb 1 36 Month Progress Report Introduction This report discusses the progress made on the research project since submission of the 30 month report in April 2012. Recent developments, such as new policy recommendations, and the likely impact of these are discussed. Finally, the report focuses on the tasks due for completion over the coming 6 months, which will draw the research to a close. 1 Amanda Webb 2 36 Month Progress Report Developments Regarding Energy Efficiency Instruments and Standards This section reports on progress made towards the implementation of policies and standards that target the energy use of games consoles. It is increasingly clear that the US, Europe and Australia and New Zealand have started to consult one another in order to share information and understanding of consoles. This is partly due to the submission of a console manufacturer industry proposal, to the various interested authorities, outlining the requirements of a possible global self-commitment for games consoles. Although draft requirements from each region appear to be aligned with many areas of the industry proposal, for example the recommendation of power caps on media and navigation modes, the values associated with these requirements are still under discussion. Policymakers and NGOs are pushing industry to commit to lower power levels despite manufacturers’ argumentation explaining that limits more stringent than those in the industry proposal are not technically or economically feasible, at least for the current generation of consoles. This indicates the beginning of a new stage in discussions where the focus is shifting from quantification of console energy use, to technical justification and evaluation of policy measures. Specific developments related to the individual instruments and standards under development for consoles, are discussed below. 2.1 Energy related Products Eco-design Directive Lot 3 – Sound and Imaging Equipment Since submission of the last progress report, the Eco-design process for games consoles has moved forward significantly. After a long period of inactivity, due to changes in personnel within the European Commission, an impact assessment study is underway. Part of this involves revising the existing preparatory study assessment published in 2010 (AEA, 2010), as it is now out of date. Console manufacturers have been keen to ensure that any remaining errors and issues within the preparatory study are corrected before the impact assessment is finalised and presented to the Commission. To facilitate this process the European Commission held a meeting between console manufacturers and the consultant undertaking the impact assessment in June 2012. Before the meeting, a draft extract of the Impact Assessment was released detailing the policy options under consideration for games consoles and their suitability (Intertek, 2012). This covers the full spectrum of options from no action through to mandatory eco-design requirements. Reviewing the draft impact assessment shows that much of the previous input from console manufacturers has not been included in this new assessment. In order to address this and other issues persisting from the preparatory study, industry submitted a document summarising their concerns, accompanied by the latest version of the industry proposal. Parts of this document, including argumentation against inclusion of separate circuitry for media playback functions and revised calculations of console energy use and potential energy savings, were completed by the research engineer (detailed in Section 3.3). 2 Amanda Webb 36 Month Progress Report The industry proposal summarises requirements that manufacturers believe would improve console efficiency without stifling innovation or unnecessarily increasing the lifecycle cost to the consumer, both stated in the Energy related products Directive, Article 15, 5(c and d), as criteria that must be met by any implementing measure (European Parliament and Council, 2009). The power caps proposed for media play and navigation modes (90 W at tier 1 and 70 W at tier 2) are based on technological and economic assessments completed by console manufacturers. The power caps commit console manufacturers to maintain the current level of power consumption in these modes for any future generation product that will, inevitably, be higher performing, thus resulting in an improvement in energy efficiency. Furthermore, in achieving the modal power caps stated in the industry proposal, other functions such as gameplay are likely become more efficient. Therefore, the energy savings of the proposal are likely to be underestimated as future power consumption in gameplay cannot be accurately predicted at this time and, as such, has not been included in the energy saving calculations. The baseline energy use estimate for high definition consoles and the estimated savings of the industry proposal have been calculated by the research engineer. The baseline calculated considers the power consumption of the installed base of consoles, in contrast to the Lot 3 report (AEA, 2010) that only considers consoles currently on sale, leading to an underestimate of console energy use as it fails to consider the earlier, higher power models. As a result, the baseline console energy use estimate in the industry proposal is 101.1 kWh/year versus 74.8 kWh/year (Table 1). This baseline was used to calculate the energy savings of the industry proposal (Table 2). This shows that the magnitude of energy saving attributable to Lot 3 is much lower than expected at just 0.7 TWh/year in 2020, with APD and standby requirements (mandated under the standby regulation already in force) (European Commission, 2008) offering 1.9T Wh/year in 2020 for consoles. 0.7 TWh/year is very low compared to the energy savings anticipated from other product lots that already have implementing measures adopted. For instance, the implementing measure for TVs was expected to save between 43 TWh and 51 TWh over the lifetime of products placed on the market between 2009 and 2014 (Commission of the European Communities, 2009), with product lots currently being studied, such as boilers and water heaters, estimated to account for almost 25% of EU CO2 emissions (Railio, 2012). The impact assessment for games consoles is due to be finalised in October when the commission will distribute documents to stakeholders in preparation for the consultation forum, scheduled for early November. In preparation for this, console manufacturers are meeting with key Member States, including France, Sweden, Germany, Holland, UK and Denmark that are likely to be active during the Consultation Forum. This will allow console manufacturers to explain the rationale behind the industry proposal, technical details about games console energy use, and get feedback on the proposed approach that can be incorporated where appropriate. 3 Amanda Webb 36 Month Progress Report Table 1 High definition baseline Function Hours /day Time in Each function (%) Estimated Share of Time During On Modes Active Active Mode Time (Hours/ day) Inactive Mode Inactive Standby/Off Power TEC Based on Manufacturer Use Hours kWh/year Power Consumption (W) Energy use per year (kWh) Time (Hours/ day) Power Consumption (W) Energy use per year (kWh) Power Consumption (W) 35.8 0.53 113.0 21.9 - 57.7 0.15 113.0 6.3 - 16.5 0.04 113.0 1.6 - 4.1 0.11 113.0 4.7 - 12.4 Game Play 1.40 6% 62% 38% 0.87 113.0 Movie/Video playback 0.40 2% 62% 38% 0.25 113.0 Internet Browsing 0.10 Other Functions 0.30 Total ON 2.20 - - - - - 56.3 - - 34.5 - - Standby/Off 21.80 91% - - - - - - - - 1.3 10.3 All 24.00 100% 10.2 0% 62% 38% 0.06 113.0 2.6 1% 62% 38% 0.19 113.0 7.7 101.1 4 Amanda Webb 36 Month Progress Report Table 2 Estimated energy savings of the industry proposal Percentage Contribution to Total Energy Savings 1 APD 2 Standby 2 Total Savings (TWh/year) Year Power caps 2013 18.8% 59.5% 21.7% 0.39 2014 18.8% 59.5% 21.7% 0.78 2015 18.8% 59.5% 21.7% 1.17 2016 18.8% 59.5% 21.7% 1.56 2017 21.3% 57.6% 21.0% 2.02 2018 23.0% 56.4% 20.6% 2.47 2019 24.9% 55.0% 20.1% 2.54 2020 26.8% 53.7% 19.6% 2.60 1 Lot 3 2 Commission Regulation (EC) No 1275/2008 5 Amanda Webb 2.2 36 Month Progress Report Australian Department of Climate Change and Energy Efficiency Since submission of the last progress report, the final version of “Video Game Consoles: Energy Efficiency Options” has been published on behalf of the Australian Department for Climate Change and Energy Efficiency (EnergyConsult, 2012a). Alongside this report, a voluntary code for improving games console energy efficiency was circulated, outlining how requirements are likely to be implemented in Australia. This covers areas including maximum power consumption targets (no limits defined), measurement procedure, definition of a console and operational modes and reporting requirements. It was anticipated that in June 2012 console manufacturers would make an announcement stating their commitment to developing a voluntary agreement by 2013. This has not yet happened due to revision of the games console assessment and on-going discussions regarding the best way to proceed i.e. which instrument is most appropriate for consoles. Prior to a teleconference held for console manufacturers in August, a document was circulated with suggested limit values for media playback and navigation modes. These were much lower than those proposed by manufacturers in the industry proposal. During the teleconference manufacturers explained that these limits were technically impossible to achieve for current generation consoles as they would require a complete redesign of the hardware, something that at this stage of the product lifecycle is too costly. In light of the discussion, the Australian authorities agreed to drop this proposal and will continue to discuss with other regions, including the EU and US, regarding limit values. The Australian government is keen to pursue setting a limit based on the TEC methodology, rather than power caps for individual modes. It was explained during the teleconference that this would be calculated using power caps for media play and navigations modes, multiplied by an agreed usage profile, resulting in a limit for energy use per year in these modes. Manufacturers expressed concern with this approach, particularly regarding the agreed usage profile. Measuring console usage is a difficult and inaccurate science, and usage is likely to change over time as the functionality available on consoles changes. Changing the usage profile used to set the limit value in the future, to reflect increasing or decreasing usage, would change the requirements for manufacturers. A major concern for manufacturers is that limits are set now for next generation products so that current investments are made with certainty regarding possible limit values. As previously stated, due to the high initial development costs of games consoles, redesigning the hardware is not an option and would be likely to result in consoles being removed from the market. However, setting a single limit value does allow console manufacturers more flexibility in achieving the limit. For instance, it may be cheaper to reduce the power consumption in navigation mode enough to meet the limit, rather than having to invest in both modes under consideration. Another teleconference is scheduled for October, where discussions around requirements are expected to continue. 6 Amanda Webb 2.3 36 Month Progress Report ENERGYSTAR® Since submission of the 30 month report, the ENERGYSTAR® programme for consoles has continued to develop. Draft USEPA ENEGYSTAR® requirements published in 2011 and early 2012 left any limit values as “To Be Defined”. Following stakeholder feedback on the proposed requirements, a new draft was circulated in July 2012 with power limits defined at 0.5 W for standby, 35 W for Active Navigation menu and 45 W for Active Streaming Media plus an Auto Power Down requirement (United States Environmental Protection Agency, 2012). Although the power limits for media and navigation modes are much lower than those proposed by console manufacturers in their industry proposal, the most recent version of the requirements has incorporated many of the concerns expressed by industry and NGOs including a revision of the period until APD activates (from 15 minutes to 1 hour), removal of references to sleep and idle modes (these modes do not exist on a console) and removal of autosave requirements that are not necessary or relevant on all games. A webinar was held in August for all stakeholders, including industry, government and NGO representatives. Similar to the discussion with the Australian government, manufacturers explained why the proposed limits are not technically achievable. It was revealed that these were based on comparisons with Set Top Boxes. The USEPA agreed to revisit these proposed limits and continue discussions with manufacturers and NGOs at a later date. 2.4 Other Regions In addition to the energy efficiency instruments discussed above, numerous other regions are currently considering energy related policy for appliances and ICT. The main development in this regard is the introduction of mandatory energy labelling in Mexico, covering 186 products from televisions to video consoles (Underwriters Laboratories, 2012). Although at present this is simply a labelling requirement, it highlights the increasing global interest in energy policy and energy efficiency. It is also likely that countries such as Mexico will look to the regions where policy is already well developed for energy efficiency, such as the EU and US, and as such games consoles are likely to feature on the product agenda. Other countries are also reported to be following energy related policy developments, including Canada, Brazil and Argentina. This highlights the importance of this research project, as the impact of any policies or standards set in the US, EU and Australia are likely to increase as more countries implement product related energy policies. 2.5 Conclusions Interest in product energy use, in terms of environmental impact and carbon emissions, is growing with an increasing number of regions considering regulation, including Canada, Brazil and Argentina. Specifically for games consoles, progress regarding the development of policies and standards has been significant since submission of the 30 month progress report, with discussions entering their final phase in the US, Australia and the EU. 7 Amanda Webb 3 36 Month Progress Report Research Progress This section discusses the progress made on the research project since submission of the 30 month report. The project structure is summarised in Figure 1. Each work package is discussed in turn below, covering details of the research completed over the past 6 months plus the research that still needs to be completed. Most importantly, work packages 4 and 5 have been merged as the outputs and methodology are the same. This is explained in more detail in Section 3.4. Objective 1: Objective 2: Objective 3: Understand user behaviour and power consumption of games consoles Construct a representative base line Identify opportunities to reduce console energy use WP1 – User behaviour WP3 – Base line analysis WP2 – Plotting the Saw Tooth WP4 – Understanding console power consumption and potential energy saving of technology and policy options Figure 1 Schematic showing the organisation of the work packages (WP) under each subobjective 3.1 Work Package 1 – Situational Review of User Behaviour The objective of this work package is to improve understanding of user behaviour, both to aid estimation of the energy use of games consoles in the use-phase and, by extension, to estimate the potential energy saving options to improve energy efficiency of consoles. During the past 6 months of research, a meta-analysis of user behaviour data has been completed. This analysis shows that estimates available for the time a console spends switched on vary between 1.4 hours (Market Transformation Programme, 2009) and 3.14 hours per day (Consumer Electronics Association, 2010), although seven of the nine estimates reported the time a console is switched on to be 2 and 2.64 hours per day. The time that consoles are reported to spend in standby varies hugely between sources (4.8 and 22 hours per day), with gameplay time estimates varying between 1 and 2.7 hours per day. A summary of the available usage data for games consoles is shown in Table 3. As part of this analysis, the method of data collection has also been considered to determine how 8 Amanda Webb 36 Month Progress Report reliable the estimates are. For instance, some estimates are derived from metering technology that records consumer usage (Nielsen, 2007, Nielsen, 2009), while others are based on survey data collected for 8-18 year olds (Rideout et al., 2010). Taking methodology into account, the total on time of a console is estimated to be 2.2 hours per day given the strong agreement between the mean, mode and median (2.2, 2 and 2.2 respectively). Where this figure for usage is employed, a sensitivity analysis considers the range of figures reported for total on time. The analysis also includes new usage data published by DEFRA (Intertek/DEFRA, 2012) for a household electricity survey that recorded the power consumption of appliances in people’s homes as well as for how long they were used. The DEFRA study reported on time per day of 2 hours, which is very similar to the estimates provided by manufacturers for high definition consoles, of 2.2 hours per day. The broad agreement of the majority of sources regarding time a console is switched on increases the credibility of using this value in further analysis, such as that discussed in Section 3.3. The total on time is split between the different modes according to the average use profiles reported by manufactures and submitted to the Eco-design Lot 3 study. However, inactive time estimates are still problematic. Since submission of the 30 month report, the inactive calculation performed by the research engineer has been updated, suggesting that a console is inactive for 38% of the total on time. This figure was calculated using survey data for switch off behaviour collected through the Interactive Software Federation of Europe study (Interactive Software Federation of Europe, 2010), reported in the 12 month progress report, combined with usage data from GameVision (2011) and industry data regarding the number of gaming sessions per week. The figure of 38% is higher than the AEA estimate of 30% (2010), but much lower than estimates based on the assumption that 30-50% of users leave their consoles switched on all of the time (Hittinger et al., 2012, NRDC, 2008). A sensitivity analysis is currently underway on the calculation of inactive time to establish what the determining factors are and how much inactive time varies when employing different assumptions and data. A literature review is on-going for this work package so that any new sources of data can be incorporated into the analysis. In addition, the Interactive Software Federation of Europe is preparing their biennial survey of gamers in Europe that was last conducted in 2010. It is hoped this will include further questions on consumer switch off behaviour and the number of times consumers use their console per week, which can be used to update the calculation of inactive time. This work package is now complete and will be updated as and when new data on games console usage becomes available. The results from this research have already been used in the research on baselines estimates of console energy use (Work Package 3) and will be used in Work Package 4 to create scenarios of future console energy use. 9 Amanda Webb 36 Month Progress Report Table 3 Summary of usage data for HD games consoles Time (hours per day per console) Source Data collection method Gameplay Media Usage Internet Browsing Other Functions Active Inactive Standby Total on time (AEA, 2009) Metered usage - - - - 0.6 1.4 10 2 (Nielsen, 2007) Metered usage - - - - 2.3 - 2.3 (Nielsen, 2009) Metered usage - - - - 2.64 - 2.64 (Nielsen, 2010) Metered usage - - - - - 2.6 (Console Manufacturers, 2011) Manufacturer data 1.4 0.4 0.1 0.3 21.8 2.2 (EnergyConsult, 2012b) Manufacturer data 1 1 22 2 (Market Transformation Programme, 2009) Metered usage/survey/ expert assumptions Survey - - - - 0.4 1 10 1.4 2.1 0.9 0.2 - 2.57 0.57 21 3.14 Survey 1.26 - - - - - - - Survey 2.7 - - - - - - - - - - - 2 - 4.8 2 (Consumer Electronics Association, 2010) 1 (Interactive Software Federation of Europe, 2010) (Rideout et al., 2010) 1 (Intertek/DEFRA, 2012) Survey of households 2.56 - 1 The data from these sources is on a per user basis, whereas the other data is per console. Research has shown that multiple users are active on each console. In order to normalise the data the usage estimates from these sources have been multiplied by 1.8, the average number of gamers active on a platform reported in the GameVision studies between 2009 and 2011. 10 Amanda Webb 3.2 36 Month Progress Report Work Package 2 – Plotting the Aggregate Energy Use of Consoles The objective of this work package is to estimate the aggregate energy use of consoles over time through combination of power consumption data and sales of consoles. This will establish if the “saw tooth” phenomenon, a descriptor used to describe the decrease in power consumption within a generation of consoles and the increase in power consumption between generations of consoles, also exists when considering aggregate energy use of PlayStation® consoles used in the home. Power consumption testing is now complete, with measurements taken for each model of PlayStation®One, PlayStation®2 and PlayStation®3 consoles sold, in each of the modes available. Testing was conducted according to the ENERGYSTAR® guidelines (EnergyStar®, 2009) and the International Electrochemical Commissions’ guidance for testing the power consumption of audio, video and related equipment (International Electrotechnical Commission, 2008). Preliminary power consumption results, for all consoles tested, in the Menu/Navigation screen are shown Figure 2. Although these results show that power consumption between product generations increases, followed by a decrease during the product lifetime, sometimes described as the “saw tooth” effect, it is important to consider that these results are based on only one console sampled to represent each console model. In order to ensure the power consumption data is representative, a larger sample of consoles of one model of each generation is currently being tested to establish how much console power consumption varies between models that are identical e.g. 30 units of a PlayStation®One model. Quantifying any variation in power use for identical models will allow the accuracy and representativeness of the power consumption data to be verified. 11 Amanda Webb 36 Month Progress Report 200 160 120 80 40 Console Figure 2 Chart showing the power consumption of all PlayStation® consoles in menu/navigation mode since 1996 At present, the data for power consumption and sales are being combined in order to identify the peak energy use in each generation of products. The results of this work package will be summarised into a paper for submission to a peer reviewed journal in early 2013. This work will also inform the scenarios that will be considered in work package 4. 3.3 Work Package 3 – Baseline Assessment The research for this work package is now complete and has been summarised in a paper due to be submitted to Energy Policy in September 2012. The latest version of the paper is currently being reviewed by supervisors before submission for peer review. The abstract, summarising the content and conclusions, is shown below: Abstract With increases in the energy use of domestic appliances, estimated at 2.5% per year in the European Union, various governments are adopting energy efficiency standards with the aim of reducing associated carbon emissions. One appliance being studied for regulation by the European Commission, and authorities in the United States and Australia, is games consoles. Estimating the potential energy saving that can be achieved by such policies requires a baseline energy estimate against which savings can be measured. Existing estimates of console energy use offered by manufacturers, NGOs and government authorities involved in the development of 12 PS3_J PS3_H PS3_G PS3_F PS3_D' PS3_D PS3_B' PS3_B PS2_90004R PS2_79004N PS2_77004M PS2_75004L PS2_50008HIJ PS2_50004H PS2_30003F PS2_30003C PS1_6 PS1_5 PS1_4 PS1_3 PS1_2 0 PS1_1 Power consumption (W) Menu/Navigation Mode Amanda Webb 36 Month Progress Report regulation for consoles are unreliable as they are based on incorrect data and assumptions and, consequently, vary widely between 32 and 500kWh per year. Based on a metaanalysis of available usage and power consumption data, and using TEC methodology, this paper calculates the energy use of each console currently in use to be 112kWh per year on average. Given efficiency improvements of consoles since launch, models currently on sale are calculated to use nearly 40% less energy on average, at 69kWh per year. This research highlights the need for a consistent approach to estimating the energy use of games consoles and addresses shortcomings in the existing research and data. Current assessments have led to the recommendation of policy measures that focus on media play energy use and introduction of an Auto Power Down feature. However, the results of this analysis suggest that potential savings in gameplay energy use, which accounts for over 60% of games console energy use, and the increasing diversity of console functions are perhaps worthy of greater attention. This research will be potentially useful for producers and policy makers involved in developing energy efficiency standards. 3.4 Work Package 4 – Understanding console power consumption and potential energy saving opportunities As stated above, this work package now represents the research to be completed in order to achieve objective 3; to identify opportunities to reduce console energy use (Figure 2). Work packages 4 and 5 have been merged as the outputs and methodology are the same and were initially separated on the basis that one considered current products and the other future products. Progress on work package 4 over the past 6 months has been limited due difficulty in finding data for individual components of the same specification as those in the PlayStation®3, in addition to allocating more time to complete work packages 1-3. Despite this, a simplified model of console power consumption has been used by industry to illustrate how components in a PlayStation®3 use the power consumed (Table 4). Although very basic, this has already helped to illustrate where energy savings can be realised through the use of different technologies. For instance, many reports suggest that consoles incorporating scalable chips, so that they only use computing power proportional to the task in hand, could reduce console power consumption by up to 50% (AEA, 2010). However, to date, assessments of this technology have been based on PC architecture, which is different to that of a console; console manufacturers invest hundreds of millions of dollars developing bespoke chips with the current Reality Synthesizer (RSX) graphics chip reported to represent 1500 person years of investment (NVIDIA, 2005), versus PC manufacturers that buy “off the shelf” chips. The assumption by various stakeholders, including the Lot 3 consultant and NRDC, that consoles can realise the same energy savings as PCs has led to the recommendation of a 25 W power limit for media playback (NRDC and Energy Solutions, 2011), however, manufacturers argue that the limits suggested in the industry proposal (90 W and 70 W for media play and navigation) are at the lowest figures that can be achieved without compromising functionality and innovation. 13 Amanda Webb 36 Month Progress Report Table 4 Indication of component power use in a games console Component Percentage contribution to total power consumption CPU GPU Chipset e.g. 33% Optical Drive Hard Drive Memory Wireless Clock e.g. 33% Conversion losses Fan Other e.g.33% TOTAL 100% In order to address these areas where understanding of console architecture is lacking or conflicting in the assessment of possible technologies and their energy saving potential, this research will help to quantify the actual saving that different technologies can achieve. To achieve the stated objective, the tasks listed below will be completed over the next 6 months. This will result in a recommendation regarding which technologies should be implemented for consoles in order to improve their efficiency. The project plan has been updated to reflect these changes (Table 5). 1. Literature Review – this will summarise how consoles use power and, using the research already completed concerning component power consumption, it will show that standalone components of equivalent specification consume more power than the PlayStation®3. This demonstrates that direct comparisons cannot be made due to the integrated nature of console architecture. Research will also be conducted regarding where developments in console technology are expected and what new functionality and user experiences are anticipated. Consideration will also be given to other products that provide the same function/s as a console and the energy required to do so. This will help to place consoles in the market in terms of the efficiency of the different functions and whether console manufacturers can justify the higher power consumption of some functions, such as media playback. 2. Technology Assessment – previously listed under work package 5, this will establish a comprehensive list of possible technologies that could be incorporated into consoles to improve their efficiency. A detailed discussion of each technology will be given. This task is currently underway. 3. Typical Electricity Consumption (TEC) calculation for each technology – using the baseline calculated in work package 3, and two scenarios created to represent possible next generation consoles’ power consumption, each technology will be assessed in terms of its’ energy saving potential. The future scenarios will also consider any changes in functionality and how this may impact usage time. Technologies will be assessed in terms of cost to implement, and the payback time 14 Amanda Webb 36 Month Progress Report in terms of energy saving for this cost, in order to assess whether the extra investment is justified. Although a relatively crude measure, this is an accepted approach to assessing energy saving options under the Eco-design directive. For example, the impact assessment on TVs takes this approach (Commission of the European Communities, 2009). This assessment will also include a sensitivity analysis considering energy prices, cost of technologies and energy saving potential. 4. Evaluation of technology options – using the results of the assessment detailed in task 3 above, this task will consider different combinations of technologies that could be implemented. Options will include maximum technology uptake, i.e. maximum energy saving, versus payback options i.e. those technologies that pay back the extra cost of implementation in terms of energy saved over the product lifetime. The optimum combination of technologies will be identified for each scenario. The results of these tasks will form a large part of the discussion for the thesis, considering what energy savings are possible, whether they are cost effective to implement and, most importantly, whether regulating consoles will offer energy savings above those already realised voluntarily. In addition, the most appropriate technologies to reduce console energy use and improve efficiency for future products will be identified. 3.5 Conclusions This section details the research progress over the last 6 months, including an outline of work that still needs to be completed under each work package; specific tasks and timelines are shown in the project plan (Table 5). Although some research planned for the past 6 months has not been completed, other research has been completed ahead of schedule as this feeds into the final work package. 15 Amanda Webb 4 36 Month Progress Report Project plan for remaining 12 months This section outlines the research plan for the final 12 months of the Engineering Doctorate program. This includes specific tasks, and their intended date of completion, in addition to a structure for the final thesis showing where the different work packages fit into the broader picture. At present, the research project is on schedule for completion by October 2013. 4.1 Thesis Structure An outline for the structure of the final thesis is shown in Appendix 1. This illustrates how the work packages of research will be drawn together into a coherent structure. This highlights the contributions to knowledge of the research and the anticipated conclusions of the project. These will continue to be refined as the process of writing up begins. 4.2 Project Plan This section summarises the status of the tasks and deliverables planned under each work package, shown in Table 5. The project plan extends until the end of the research project in October 2013 and it is expected that the thesis will be submitted on time. 16 Amanda Webb 36 Month Progress Report Table 5 Project plan detailing tasks and deliverables under each work package Tasks and Deliverables Start Date Duration End (days) Date Status WP1 - User Behaviour Situational Review Identify new sources of user behaviour data Update situational review of user behaviour over time 01/02/2012 12/03/2012 WP2 - Plotting the Saw Tooth Identify all models of PlayStation consoles ever sold Gather sales data for each model Pilot study: ascertain methodology and time needed for testing Source each console and games to play on each Test console power consumption Plot power consumption over time Identify peak energy use in each generation Assess variability of consoles of same model 01/01/2012 01/01/2012 16/01/2012 01/01/2012 07/02/2012 01/05/2012 01/05/2012 01/08/2012 31 60 22 121 175 91 91 30 01/02/2012 Complete 01/03/2012 Complete 07/02/2012 Complete 01/05/2012 Complete 31/07/2012 Complete 31/07/2012 Complete 31/07/2012 In progress 31/08/2012 Complete 07/01/2012 07/03/2012 05/02/2012 17/04/2012 17/08/2012 17/08/2012 WP3 - Baseline Analysis Critique existing baselines and identify strengths and weaknesses Identify key criteria for baseline construction Establish how many consoles are still in use Construct baseline for high definition consoles Research Paper Conduct sensitivity analysis 01/01/2012 01/01/2012 01/02/2012 01/02/2012 01/03/2012 01/04/2012 30 30 30 42 31 30 31/01/2012 Complete 31/01/2012 Complete 02/03/2012 Complete 14/03/2012 Complete 01/04/2012 In progress 01/05/2012 Complete 15/01/2012 18/01/2012 01/03/2012 04/03/2012 01/04/2012 01/05/2012 17 90 01/05/2012 On-going 50 01/05/2012 On-going Date Completed 01/02/2012 12/03/2012 14/09/2012 Amanda Webb 36 Month Progress Report WP4 - Understanding Console Power Consumption Establish how power is used by console components Comparisons of equivalent components power consumption to those in PS3 List energy saving technologies available for consoles Review possible development of gaming i.e. functionality, software and firmware etc. Create two future power consumption scenarios for consoles For all scenarios Calculate a TEC for each technology + sensitivity analysis Calculate cost of implementation of each technology Calculate pay back period for each technology Evaluate options in terms of max energy saving versus payback time EngD Requirements 30 month Report EngD Conference 2012 36 month Report Write up thesis 42 month Report Re-work/ gather more data as necessary/ re-write 18 01/01/2012 01/09/2012 01/09/2012 01/09/2012 15/09/2012 60 61 30 61 30 01/03/2012 On-going 01/11/2012 In progress 01/10/2012 In progress 01/11/2012 15/10/2012 In progress 01/10/2012 01/10/2012 01/10/2012 01/11/2012 60 60 60 30 30/11/2012 30/11/2012 30/11/2012 01/12/2012 01/03/2012 26/06/2012 01/09/2012 01/01/2013 01/03/2013 01/04/2013 31 2 30 90 31 183 01/04/2012 Complete 28/06/2012 Complete 01/10/2012 Complete 01/04/2013 01/04/2013 01/10/2013 24/02/2012 Amanda Webb 5 36 Month Progress Report Conclusions This report has summarises research progress over the last 6 months and research to be completed over the coming 6 months until April 2012. A first draft of the thesis is planned for review in April 2013, with 6 months for final completion. It is anticipated that over the course of the next 6 months one journal paper will be submitted for peer review and another will be written ready for submission. 19 Amanda Webb 6 36 Month Progress Report References AEA 2009. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Draft Task 1-5 Report. AEA 2010. Building on the Eco-design Directive, EuP Group Analysis (I) ENTR Lot 3 Sound and Imaging Equipment Task 1-7 Report. COMMISSION OF THE EUROPEAN COMMUNITIES 2009. Commission staff working document: Accompanying document to the Commission Regulation implementing Directive 2005/32/EC with regard to ecodesign requirements for televisions. Full Impact Assessment. Brussels. CONSOLE MANUFACTURERS 2011. Energy Efficiency of Games Consoles: Draft Ouline Proposal to Further Improve the Energy Consumption of Games Consoles. CONSUMER ELECTRONICS ASSOCIATION 2010. Consumer Electronics Association Gaming and Energy Study. ENERGYCONSULT 2012a. Video Game Consoles: Energy Efficiency Options. ENERGYCONSULT 2012b. Video game Consoles: Energy Efficiency Options - DRAFT 2. ENERGYSTAR® 2009. EnergyStar®,Program Requirements for Computers, Version 5.1 Game Console Requirements – Draft Final. EUROPEAN COMMISSION 2008. Commission Regulation (EC) No 1275/2008 of 17 December 2008 implementing Directive 2005/32/EC of the European parliament and of the Council with regard to ecodesign requirements for standby and off mode electric power consumption of electrical and electronic household and office equipment. Official Journal of the European Union, L339/45. EUROPEAN PARLIAMENT AND COUNCIL 2009. Directive 2009/125/EC of 21 October 2009 establishing a framework for the setting of ecodesign requirements for energyrelated products (recast). Official Journal of the European Union, L285/10. HITTINGER, E., MULLINS, K. A. & AZEVEDO, I. L. 2012. Electricity consumption and energy savings potential of video game consoles in the United States. Energy Efficiency, 5, 531-545. INTERACTIVE SOFTWARE FEDERATION OF EUROPE 2010. Video gamers in Europe 2010. INTERNATIONAL ELECTROTECHNICAL COMMISSION 2008. Methods of measurement for the power consumption of audio, video and related equipment. INTERTEK 2012. Impact Assessment Study for Sustainable Product Measures: Lot 3 Sound and Imaging Equipment, Extract of Task 4 (Draft content) Identification of Policy Options for Video Game Consoles. INTERTEK/DEFRA 2012. Household Electricity Survey: A study of domestic electrical product usage. 20 Amanda Webb 36 Month Progress Report MARKET TRANSFORMATION PROGRAMME 2009. BNCE GC02: Game Consoles (GCs) Government Standards Evidence Base 2009: Reference Scenario. In: DEFRA (ed.). NIELSEN 2007. The State of the Console: Video Game Console Usage Fourth Quarter 2006. NIELSEN 2009. The State of the Video Gamer: PC Game and Video Game Console User Fourth Quarter 2008. NIELSEN. 2010. Game Consoles Edge Closer to Serving as Entertainment Hubs [Online]. Available: http://blog.nielsen.com/nielsenwire/online_mobile/game-consolesedge-closer-to-serving-as-entertainment-hubs/ [Accessed 09/05/2012. NRDC 2008. Lowering the Cost of Play: Improving the Energy Efficiency of Video Game Consoles. NRDC & ENERGY SOLUTIONS 2011. Proposal Information Template - Game Consoles 2011 Appliance Efficiency Standards. NVIDIA. 2005. NVIDIA Presents Breakthrough Next Generation Graphics at Sony Computer Entertainment's PlayStation(r)3 Press Conference [Online]. Available: http://www.nvidia.com/object/IO_21111.html [Accessed 13/09/2012. RAILIO, J. 2012. Ecodesign of energy related project - progress with boilers and water heaters. Rehva. RIDEOUT, V. J., FOEHR, U. G. & ROBERTS, D. F. 2010. Generation M2: Media in the Lives of 8- to 18- Year- Olds. Washington DC: Kaiser Family Foundation. UNDERWRITERS LABORATORIES. 2012. National Commission for Efficient Energy Use (CONUEE) and UL [Online]. Available: http://www.ul.com/global/por/pages/offerings/services/energyefficiency/conuee/ [Accessed 09/08/2012. UNITED STATES ENVIRONMENTAL PROTECTION AGENCY 2012. Proposed Performance Requirements for EPA Game Console Recognition Program Draft 3. 21 Amanda Webb 7 36 Month Progress Report Appendices Appendix 1 Thesis Structure Evaluating Games Console Energy Use: Technologies and Policy Options to Improve Energy Efficiency 1. INTRODUCTION Policies and standards are being considered, by a number of governments and authorities, to reduce games console energy use and thus the impact of this product group on the environment o Lighting and electrical appliances contribute 15% to residential energy use, which has increased by 5% since 1990 o Without intervention the electricity use of ICT and CE products in 2030 is anticipated to be 250% higher than today o Consequently, a number of policy initiatives have been introduced to tackle this growing area of energy use, such as energy labelling schemes and efficiency targets o Specifically, games consoles are perceived by stakeholders including NGOs and governments, to have high energy use that is expected to increase in the future as performance improves and new functionality is added o As a result, consoles are under consideration in the EU, Australia, USA and California for the introduction of energy policies and or standards to limit their energy use and improve their efficiency EU Australia US California Other stakeholders – e.g. NRDC, NGOs Summary of development over time and proposed policies/standards Games consoles are multifunctional products that have radically evolved, both in terms of functionality and performance, between the different generations of products launched over the last two decades. This has been accompanied by an increase in power consumption. o Performance and functionality of games consoles has increased rapidly over time leading to an increase in power consumption 22 Amanda Webb 36 Month Progress Report between each generation of products e.g. the addition of media playback capabilities including audio discs, DVDs and Blu-rays o Over the lifetime of each console generation, console hardware is redeveloped to reduce costs and improve reliability, whilst also reducing power consumption. This has led to a reduction in power consumption of over 60% for current generation, high definition consoles Gaming is becoming a more mainstream activity that is available through an increasing number of platforms. Therefore, the energy use of gaming is likely to continue to increase as more people play. o Increasing numbers of people are gaming through mobile devices such as mobile phones and tablet computers; 22% of gamers in Europe now play Smartphone games (GameVision, 2011). o Gaming is most popular among the young, however, 30% of 30-49 year olds play video games (ISFE, 2010) o The number of active classical gamers has increased by 10 million between 2007 and 2011 (Gamevision, 2011) The energy impact of games consoles is yet to be accurately estimated, which is problematic when determining which policy options are most appropriate and effective o Current estimates vary between 32 kWh/year and 500 kWh/year/console as they are based on measurements of console usage and power consumption data that do not accurately represent the consoles currently in use o Where data are lacking, incorrect data and/or assumptions have been used that contribute to the large variation in energy use estimates o As such, the energy saving potential of proposed policies and standards for games consoles has not been accurately estimated, which is likely to lead to implementation of policies and standards that may not offer the greatest energy saving possible. This research investigates the most suitable approach to improving the energy efficiency of games consoles and determines the cost effectiveness and magnitude of energy savings possible through adoption of energy efficient technologies and policy measures. This includes a number of key research areas: 23 Amanda Webb 36 Month Progress Report o Collection of new data on usage and power consumption of games consoles, plus a detailed analysis of existing sources identifying the most appropriate and representative data available o Analysis of console power consumption over time and calculation of aggregate console energy use to establish when it is most effective to introduce requirements during the product lifetime o Estimate of current generation games consoles TEC and assessment of proposed standards and regulations in terms of their energy saving o Assessment of technology to consider the energy saving potential, cost of implementation and the payback period of each technology, both for current generation consoles and two future scenarios o Finally, a recommendation of the most appropriate policies and or standards is made that will improve energy efficiency while facilitating continued innovation in performance and functionality of games consoles 2. META ANALYSIS OF DATA AVAILABLE FOR CONSOLE USAGE AND POWER CONSUMPTION To estimate the energy use of consoles, the time a console is used is multiplied by the power consumed. However, available data for user behaviour and power consumption vary in both coverage and accuracy. User behaviour and power consumption change over the lifetime of each console generation, so the data needs to account for these changes in order to accurately estimate console energy use. USER BEHAVIOUR DATA o Available data for console usage varies considerably in terms of its coverage of gamers and functions, for example, estimates of gaming hours vary between 1.4 and 2.7 hours per day per console and total on time varies between 2 and 3.14 hours per day per console o The time a console spends inactive was highlighted as a potential area where policy could reduce energy use; however, estimates of inactive time were based on assumptions that between 30-50% of users never switched their consoles off o Without more accurate information on usage, the energy use of consoles could not be accurately estimated 24 Amanda Webb 36 Month Progress Report o This research collected survey information regarding consumer switch off behaviour to improve the estimates of the time a console spends inactive o In addition, internal industry data were analysed to give new estimates of console usage, both in terms of total on time and the proportion of this time spent in the different functions o These new data were added to the existing estimates for console usage and compiled into a meta-analysis by the research engineer o This resulted in a representative estimate for console usage, including: An estimate of the total on time, at 2.2 hours per day An estimate of the time spent using the different functions with 1.4 hours a day spent gaming, 0.4 hours per day spent playing media, 0.1 hours per day spent internet browsing and 0.3 hours per day spent using other secondary functions An estimate of the proportion of the total time a console spends inactive, at 38% POWER CONSUMPTION DATA o Data available for console power consumption over the lifetime of the current generation of products does not show the decrease in power consumption that has occurred due to hardware revisions o Available data is based on various methods of collection including checking the manual for estimated power consumption and testing actual units using a power meter o Data for current high definition console power consumption is available for between 2007 and 2012 and varies between 380 W and 79.1 W for active mode o Some sources only report data for active and inactive modes, whereas others are more comprehensive and report active and inactive data for various functions o Collating the available data for console power consumption reveals a number of data gaps; data does not cover all modes of operation and is missing entirely for some models o To address this power consumption testing was carried out on all PlayStation® console models sold to date. This accurately records the decrease in power consumption seen within each product generation, as a result of hardware changes, and the trend of increasing console power consumption over time as they have higher performance and offer more functions 25 Amanda Webb 36 Month Progress Report o Power consumption of a launch model PlayStation® playing a game is 9 W compared to 183 W for a launch model PlayStation®3 o Power consumption of the PlayStation®3 when playing a game has decreased from 183 W at launch to 76 W for the latest model o Power consumption of secondary functions, such as playing audio and media discs is lower than that required for gaming – e.g. playing a DVD on the most recent PlayStation®3 model requires 10 W less than gaming 3. TYPLICAL ELECTRICITY CONSUMPTION (TEC) OF CONSOLES In order to assess whether proposed policies and standards will help reduce the energy use of consoles, it is first necessary to understand how much energy consoles use The method used to calculate the energy use of games consoles is the Typical Electricity Consumption or TEC method. This multiplies the power consumption of a product in a specific mode by the time the product spends in that mode. TEC is normally calculated for one year, and is the method used by government authorities when assessing product energy use o Using the meta-analysis of usage and the power consumption data collected by the research engineer, two baseline energy estimates were calculated; one to represent the energy use of consoles currently in use (112 kWh/year) and another to represent the energy use of consoles currently on sale (69 kWh/year) o High definition consoles currently on sale use ~43 kWh/year less energy than those currently in use o Aggregate energy use of consoles over time is unknown Due to the BAU hardware revisions that take place in consoles, resulting in reductions in power consumption, opportunities to speed up the implementation of efficient technologies are often missed due to slow legislative procedures Consoles are an unusual product group in that they have long lifetimes, ~10 years, and sales peak around midway through the product lifetime Therefore, for regulation to have the desired impact, it is likely that there is a cut-off point beyond which regulation can offer little more than BAU Power consumption measurements are combined with sales data to estimate the energy use of PlayStation consoles over time 26 Amanda Webb 36 Month Progress Report For PlayStation®3 this reveals that the aggregate energy use of consoles has increased over time since launch in 2007 until April 2012, when energy use has started to decline This identifies the point during the lifetime of the product generation by when regulation needs to be adopted to reduce energy use beyond the BAU case 4. UNDERSTANDING CONSOLE POWER CONSUMPTION AND POTENTIAL ENERGY SAVING OPPORTUNITIES Various technologies could be used in games consoles, including scalable chips, efficient power supplies and separate media circuitry, to improve console efficiency and reduce power consumption. However, the magnitude of the potential energy savings and the cost to implement are unknown o Current generation consoles cannot be significantly redesigned to incorporate new technologies without substantial investment from manufacturers. Considering the point in the product lifecycle, it is extremely unlikely such large costs would be recouped by consumers in terms of energy savings Proposed technologies to improve console efficiency are evaluated in terms of the potential energy saving, cost of implementation and payback time This will allow the feasibility of technology options to be established, both in terms of the consumer and the manufacturer Different combinations of options are considered with a recommendation made for the most appropriate options e.g. maximum technology implementation versus payback options o Future generation consoles can incorporate these technologies as they are either not yet designed or currently being designed Two scenarios of possible future energy use of consoles are created based on the launch model power consumption of current high definition models and power consumption of the highest specification gaming PC currently on the market It is likely that future consoles will have higher performance and include new functionalities, which in turn may change usage rates. These are considered in a sensitivity analysis Different combinations of options are considered with a recommendation made for the most appropriate options e.g. maximum technology implementation versus payback options 27 Amanda Webb 36 Month Progress Report 5. DISCUSSION Do games consoles need regulating? o Are any of the current approaches suitable for games consoles? Games consoles are an unusual product group with few manufacturers, long product lifetimes, sales that peak in the middle of the product lifetime and power consumption that is already reduced voluntarily during the product lifetime for economic reasons o Can any of the current approaches offer energy savings beyond the BAU case? o If so, when should requirements be introduced in the product lifetime? What is the determining factor of this i.e. sales, reduction in energy use? o What is the magnitude of potential energy savings that can be realised through introduction of options already being considered? o What is the magnitude of potential energy savings that can be realised for other policy options not currently being considered? o What type of policy would be appropriate? 6. CONCLUSIONS Assessments of console energy use have, to date, been based on incomplete data and assumptions leading to the recommendation of policies and standards with unknown energy savings This could lead to energy saving opportunities being missed or, of more concern, unintended consequences including increasing energy use o This research has improved the data available for console power consumption and user behaviour o This has been used to calculate more representative and reliable baseline energy use estimates, than were previously available in the literature, both for consoles currently in use and those currently on sale. This showed that some existing estimates were up to four times higher than the new estimate calculated through this research o This shows that the reduction in console power consumption over the lifetime of a generation of products needs to be considered when calculating the energy use of console and thus estimating the potential energy savings of policies, otherwise incorrect recommendations may be made Games consoles are an unusual product group; they have long product lifetimes (~10 years), they are able to be updated through firmware 28 Amanda Webb 36 Month Progress Report downloads, and the hardware is updated as part of on-going environmental targets and cost saving activities, but performance is held constant o Under a BAU scenario, the changes experienced over the lifetime of a console generation make it unclear clear where policy can add value o This research has calculated the energy use of consoles over time to identify when during the product lifetime the introduction of policy can reduce the energy use of games consoles Many suggestions of what is achievable, in terms of energy reductions for games consoles, have been made using experiences from other product groups This comprehensive analysis of technology and console architecture shows that: o X is the best approach to reduce games console energy use o A, B, C are the most appropriate technologies for consoles, in terms of cost, energy saving and payback time o Z is the potential energy saving on introduction of A, B, C This research has broader implications in terms of other product groups and energy saving initiatives in general: o What lessons from the games console process can be transferred to other product groups? Accurate assessment products is essential if recommendations are to be meaningful and appropriate Representative baseline energy use estimate Full understanding of the products development over time and potential future trends There is no one size fits all policy or programme – each product group needs to be considered on an individual basis It is essential that the impact of any recommended policies or standards is fully understood so that efficiency improvements are maximised and lead to verifiable energy savings 29 Amanda Webb 42 Month Progress Report 42 Month Progress Report Contents 1 Introduction ..................................................................................................................... 1 2 Developments Regarding Energy Efficiency Instruments and Standards ........................ 1 2.1 Australian Department of Climate Change and Energy Efficiency ................ 1 2.2 ENERGYSTAR®................................................................................................ 1 2.3 Californian Energy Commission – Appliance Efficiency Regulations ............ 2 2.4 Energy related Products Eco-design Directive Lot 3 – Sound and Imaging Equipment ................................................................................................................ 2 3 Research Progress ............................................................................................................ 5 3.1 Work Package 1 – Situational Review of User Behaviour ............................. 5 3.2 Work Package 2 – Plotting the Aggregate Energy Use of Consoles .............. 5 3.3 Work Package 3 – Baseline Assessment........................................................ 5 3.4 Work Package 4 – Understanding console power consumption and potential energy saving opportunities ..................................................................... 6 4 Project plan for remaining 6 months ............................................................................... 7 5 Conclusions .................................................................................................................... 10 6 References ..................................................................................................................... 11 i Amanda Webb 1 42 Month Progress Report Introduction This report reviews the progress of the research project over the past six months. 2 Developments Regarding Energy Efficiency Instruments and Standards This section summarises progress towards adoption of energy efficiency policies and standards for games consoles that has occurred during the past six months; important developments have occurred with respect to various initiatives, as discussed below. Something with the potential to affect all of the current policy and standard discussion is the announcement by SONY Computer Entertainment Incorporated (SCEI) of the successor to the PlayStation®3, the PlayStation®4, expected to launch late in 2013 (Sony Computer Entertainment Incorporated, 2013). PlayStation®4 is described as “a computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalisation, deeply integrated social capabilities and innovative second screen capabilities” (ibid.,). Of particular interest are some features of PlayStation®4 that have energy saving implications, in improving the user experience. This includes a “suspend mode” which keeps the system in a low power state while preserving the gaming session and a background download function that allows digital titles to be played as they are being downloaded. At a time when the various initiatives concerned with developing requirements for consoles are nearing or have reached their end, the launch of a new platform could lead to a delay; new products are likely to offer higher performance and new functionality not currently available. Therefore, current proposals may not apply to new products. In this case it is likely that parts of the process, such as data collection, will need to be revisited in order to ensure that new product’s performance and functionality is not detrimentally affected and, more importantly, that they fall within the scope of any requirements. 2.1 Australian Department of Climate Change and Energy Efficiency The process for games consoles in Australia has been withdrawn since submission of the 36 month progress report. This decision has been taken after reviewing progress according to the original timelines and in order to allow the console industry to fully participate in the other on-going dialogues in Europe, California and America. The Department of Climate Change and Energy Efficiency do, however, “remain committed to support globally applicable solutions developed in the future, with either mandatory or voluntary application”(Holt, 2012). It is anticipated that after the EU process has been finalised that Australia will adopt something similar. 2.2 ENERGYSTAR® Subsequent to the circulation of the draft Environmental Protection Agency (EPA) recognition criteria for games consoles in July 2012, as mentioned in the 36 month progress report, a final draft was circulated in December 2012 (Environmental Protection Agency, 1 Amanda Webb 42 Month Progress Report 2012). This included revised power limits for active navigation and media streaming modes following stakeholder feedback that the limits included in the July document were not achievable; both power limits were raised by 5 W to 40 W and 50 W respectively. After publication of the final draft requirements, further stakeholder feedback was received stating that the power limits cannot be met without significant expense and disruption to the users experience (Environmental Protection Agency, 2013). Despite this feedback, the requirements for games consoles contained in the final draft were adopted on March 5 2013 with immediate effect. As yet no consoles have applied for recognition by the programme. 2.3 Californian Energy Commission – Appliance Efficiency Regulations Until March 2013, the past 12 months have seen no progress regarding the development of appliance efficiency regulations for games consoles in California. Following submission of a proposal by the Natural Resources Defense Council (NRDC) outlining efficiency measures for games consoles (NRDC and Energy Solutions, 2011), it was suggested that games consoles would be considered for efficiency standards between the 2nd Quarter 2012 and the 2nd Quarter 2013 (State of California, 2012). More recently, however, the Californian Energy Commission has issued an “Invitation to Participate” in the development of appliance efficiency measures (State of California, 2013). This requests interested parties to submit data and information including, but not exclusive to, product definition and scope, product lifetime, installed base characteristics and product development trends. The deadline for this submission is 9 May 2013, with no further indication of timings outlined. It is likely that the adoption of the final requirements for games consoles under the ENERGYSTAR® process has sparked the Californian government back in to action. This is of concern to some stakeholders, including manufacturers and industry bodies, as Californian process is mandatory, versus the voluntary ENERGYSTAR® approach. As such, if the same power limits are adopted (currently unachievable) this will essentially ban several games consoles from the market in California. Any further developments under this process will be included in the final Thesis. 2.4 Energy related Products Eco-design Directive Lot 3 – Sound and Imaging Equipment Following the update given in the 36 month report, the Eco-design process has developed as anticipated. A consultation forum was held in November 2012 after initiation of the Impact Assessment (IA) study earlier in the year. As part of the IA a questionnaire for each product group being considered under Lot 3 was distributed to the relevant stakeholders. The survey covered broad areas such as the scope of the impact assessment and whether action was needed in the EU to improve the environmental performance of sound and imaging equipment (PE International, 2012). More specifically, feedback was requested regarding the discarding of two policy options (an energy labelling scheme and the ENERGYSTAR® voluntary labelling approach) and the continued assessment of three policy options: 2 Amanda Webb 42 Month Progress Report 1. Mandatory Eco-design regulation – the aim of this option is to set limit values that provide the highest energy savings while ensuring no negative impact on the functionality and affordability of products. No draft regulation has been produced to date, however, limit values of 70 W for media playback and navigation modes in 2013 (Tier 1) and 50 W in 2017 (Tier 2) are proposed. 2. Industry Proposal – this would be an industry-led approach, meaning less administrative burden and greater flexibility to update requirements as consoles change over time. Feasibility of this option would depend on commitment of industry to revise the requirements as products develop over time and the participation of all three manufacturers. This proposes power limits of 90 W for media playback and navigation modes at Tier 1 and 70 W at Tier 2. 3. Internationally recognised agreement – this is an option currently being explored regarding the potential for an international agreement on games console energy efficiency. This would be brokered by the Australian Department for Climate Change and Energy Efficiency under the umbrella of the International Energy Agency. This suggests that the most robust requirements would be chosen, but that the adoption of the same requirements in various countries would be advantageous to manufacturers. Following presentation of the options, respondents were asked to rank them in order of preference and then to indicate their opinion regarding the proposed requirements under each option. The results of the questionnaire were presented at the consultation forum. In terms of the two discarded policy options, 75% of respondents agreed that they were not the best options for consoles. Interestingly, around 75% of respondents also stated that they did not agree there is a need to create regulation for games consoles. Feedback to the industry proposal stated the requirements for voluntary measures, as outlined in Annex VIII of the Eco-design Directive are not met(European Parliament and Council, 2009), including the absence of monitoring and reporting requirements and the belief that the requirements outlined in the industry proposal do not go beyond Business As Usual (BAU). As expected, NGOs oppose the industry proposal as they believe regulation will deliver results more quickly but want to see the limits lowered. In contrast, industry representatives support the industry proposal and the limits but oppose the regulatory proposal. Preliminary results of the IA were presented, by the consultant undertaking the study, at the consultation forum suggesting that regulation will offer the greatest energy saving (Intertek, 2012). In response to the proposed regulatory limits, console manufacturers stated that these would effectively drive most of the console industry out of business in the EU (Console Manufacturers, 2012). Console manufacturers were also given the opportunity to present the Industry Proposal and explain the rationale behind the limits and recommended approach. Feedback to the industry proposal from Member States argues that the power limits for media and navigation modes are too high, that other non-energy requirements need to be included and that manufacturers should provide energy saving advice to consumers. One stakeholder recommended a different approach after 3 Amanda Webb 42 Month Progress Report acknowledging that the console market structure does not lend itself well to the Eco-design process given the small number of manufacturers and highly sensitive nature of next generation product information (NL Agency, 2012). It is suggested that manufacturers publicly report the power consumption of their products, with the lowest values establishing a target figure for any new products placed on the market 2 years later. Manufacturers that do not comply will have to publish the details of non-compliant models. At this point, new targets are set based on the lowest measured values of current products and so on. Although this is a very straightforward approach, it is unlikely to result in significant additional savings and fails to take account of potential next generation consoles and their anticipated increased power consumption. The IA study is now complete, although this is not available to stakeholders at present, and is currently undergoing Inter-Service Consultation (ISC); this is a process whereby the other Directorate Generals (departments in the EC) review the results of the study. At a meeting with the Lot 3 representative at the European Commission, it was stated that since the consultation forum the IA had been significantly revised, and further inputs from stakeholders incorporated. Simultaneous to the ISC, console manufacturers are working towards adding relevant text to the industry proposal to cover the requirements of Annex VIII, particularly regarding reporting, monitoring and verification, as requested by stakeholders. It is anticipated that the ISC will soon be complete and the results of the IA submitted to the Impact Assessment Board in April 2013. The aim of the Commission is to have something in place for games consoles before the summer. 4 Amanda Webb 3 42 Month Progress Report Research Progress This section discusses the progress made on the research project since submission of the 30 month report. The project structure is summarised in Figure 1. Each work package is discussed in turn below, covering details of the research completed over the past 6 months plus any research still outstanding. WP3 – Base line analysis Figure 1 Schematic showing the organisation of the work packages (WP) under each subobjective 3.1 Work Package 1 – Situational Review of User Behaviour This work package is now complete with a first draft of the thesis chapter submitted to Supervisors for review. 3.2 Work Package 2 – Plotting the Aggregate Energy Use of Consoles Since submission of the 36 month report, the analysis of console energy use over time is now complete. The thesis chapter summarising this research has been submitted to Supervisors and comments received back, which are now being incorporated into the document. The final task for this work package is to write a paper for submission to a Peer Review Journal. This is scheduled for July 2013. 3.3 Work Package 3 – Baseline Assessment This work package was complete at the time of writing the 36 month report, however, it was stated that a paper covering this research would be submitted to a peer review journal. Although later than planned, the paper was submitted to Energy Policy in late January 2013. As yet, no feedback has been received. In addition to submission of the 5 Amanda Webb 42 Month Progress Report paper, the thesis chapter summarising this research has also been completed and submitted to Supervisors. 3.4 Work Package 4 – Understanding console power consumption and potential energy saving opportunities Under this Work Package, the following tasks were listed for completion over the past 6 months – Literature Review Technology Assessment Typical Electricity Consumption (TEC) calculation for each technology Evaluation of technology options Although significant progress has been made towards completing these tasks, given the announcement regarding the launch of PlayStation®4, and anticipation of a similar announcement from Microsoft regarding their next generation console, some of this research has been delayed as improved assumptions can be made in light of product specifications for next generation consoles becoming available. At present, work towards each of the four tasks outlined above has been completed as far as possible, with the remainder scheduled to take place in April and May as further product details are released. This will make the resulting conclusions more applicable as they will be based on actual products, rather than projections of what future consoles might be like. 6 Amanda Webb 4 42 Month Progress Report Project plan for remaining 6 months This section summarises the status of the tasks and deliverables planned under each work package, shown in Table 1. The project plan extends until the end of the research project in October 2013 and it is expected that the thesis will be submitted on time. The submission schedule for the thesis is also included. 7 Amanda Webb 42 Month Progress Report Table 1 Project Plan Tasks and Deliverables Start Date Duration End (days) Date Status WP1 - User Behaviour Situational Review Identify new sources of user behaviour data Update situational review of user behaviour over time 01/02/2012 12/03/2012 WP2 - Plotting the Saw Tooth Identify all models of PlayStation consoles ever sold Gather sales data for each model Pilot study: ascertain methodology and time needed for testing Source each console and games to play on each Test console power consumption Plot power consumption over time Identify peak energy use in each generation Assess variability of consoles of same model 01/01/2012 01/01/2012 16/01/2012 01/01/2012 07/02/2012 01/05/2012 01/05/2012 01/08/2012 31 60 22 121 175 91 91 30 01/02/2012 Complete 01/03/2012 Complete 07/02/2012 Complete 01/05/2012 Complete 31/07/2012 Complete 31/07/2012 Complete 31/07/2012 Complete 31/08/2012 Complete 07/01/2012 07/03/2012 05/02/2012 17/04/2012 17/08/2012 17/08/2012 01/10/2012 14/09/2012 WP3 - Baseline Analysis Critique existing baselines and identify strengths and weaknesses Identify key criteria for baseline construction Establish how many consoles are still in use Construct baseline for high definition consoles Research Paper Conduct sensitivity analysis 01/01/2012 01/01/2012 01/02/2012 01/02/2012 01/03/2012 01/04/2012 30 30 30 42 31 30 31/01/2012 Complete 31/01/2012 Complete 02/03/2012 Complete 14/03/2012 Complete 01/04/2012 Complete 01/05/2012 Complete 15/01/2012 18/01/2012 01/03/2012 04/03/2012 24/01/2013 01/05/2012 WP4 - Understanding Console Power Consumption Establish how power is used by console components Comparisons of equivalent components power consumption to those in PS3 List energy saving technologies available for consoles Review possible development of gaming i.e. functionality, software and firmware etc. Create two future power consumption scenarios for consoles 01/01/2012 01/09/2012 01/09/2012 01/09/2012 15/09/2012 60 61 30 61 30 01/03/2012 On-going 01/11/2012 Complete 01/10/2012 Complete 01/11/2012 Complete 15/10/2012 Complete 24/02/2012 8 90 01/05/2012 Complete 50 01/05/2012 Complete Date Completed 01/02/2012 12/03/2012 15/01/2013 Amanda Webb For all scenarios Calculate a TEC for each technology + sensitivity analysis Calculate cost of implementation of each technology Calculate pay back period for each technology Evaluate options in terms of max energy saving versus payback time EngD Requirements 30 month Report EngD Conference 2012 36 month Report 42 month Report Thesis Plan Draft abstract Comments from Supervisors First draft of Chapter 3, "TEC of consoles", submitted to Supervisors Comments from Supervisors First draft of introduction submitted to Supervisors Comments from Supervisors First draft of Chapter 2 "Meta Analysis" submitted to Supervisors Comments from Supervisors First draft of Chapter 1, "Policy Development for Games Consoles" Comments from Supervisors First draft of Chapter 4, "Understanding console power consumption" submitted to Supervisors Comments from Supervisors Executive Summary written alongside chapters Draft conclusions and discussion submitted to supervisors Comments from Supervisors Second full draft to Supervisors Comments from Supervisors Third full draft to Supervisors Comments from Supervisors Complete thesis Print/bind/submit 9 Print/bind/submit 42 Month Progress Report 01/11/2012 01/11/2012 01/11/2012 01/11/2012 120 120 120 120 01/03/2013 In progress 28/02/2013 In progress 28/02/2013 In progress 28/02/2013 In progress 01/03/2012 26/06/2012 01/09/2012 01/03/2013 31 2 30 31 01/04/2012 Complete 28/06/2012 Complete 01/10/2012 Complete 01/04/2013 Complete 05/12/2012 07/12/2012 07/12/2012 21/01/2013 21/01/2013 18/02/2013 04/02/2013 26/03/2013 25/02/2013 05/04/2013 25/02/2013 16/05/2013 07/12/2012 16/05/2013 06/06/2013 20/06/2013 04/07/2013 18/07/2013 08/07/2013 26/08/2013 09/09/2013 09/09/2013 1 14 45 14 28 14 50 14 39 14 80 14 160 21 14 14 14 28 14 14 21 21 06/12/2012 Complete 21/12/2012 Complete 21/01/2013 Complete 04/02/2013 Complete 18/02/2013 Complete 04/03/2013 Complete 26/03/2013 Complete 09/04/2013 In Progress 05/04/2013 Complete 19/04/2013 In Progress 16/05/2013 Delayed 30/05/2013 16/05/2013 06/06/2013 20/06/2013 04/07/2013 18/07/2013 15/08/2013 22/07/2013 09/09/2013 30/09/2013 30/09/2013 Amanda Webb 5 42 Month Progress Report Conclusions This report has summarised the progress made towards completing the Engineering Doctorate research project. The remaining research will be completed by June, leaving four months for writing up and amending sections of the thesis already completed. Another paper will also be submitted summarising the research in WP2 and it is hoped that the paper submitted to Energy Policy will be accepted before the thesis is submitted. 10 Amanda Webb 6 42 Month Progress Report References CONSOLE MANUFACTURERS 2012. Response to issues raised at the EU Consultation Forum on Sound and Imaging Equipment, 9th November 2012. ENVIRONMENTAL PROTECTION AGENCY 2012. EPA Proposed Performance Requirements for Game Consoles: Final Draft. ENVIRONMENTAL PROTECTION AGENCY 2013. Final Draft Version 1.0 EPA Game Console Performance Requirements and Test Method Comment Summary and Response. EUROPEAN PARLIAMENT AND COUNCIL 2009. Directive 2009/125/EC of 21 October 2009 establishing a framework for the setting of ecodesign requirements for energyrelated products (recast). Official Journal of the European Union, L285/10. HOLT, S. 12/12/2012 2012. RE: Games Consoles. Type to WEBB, A. INTERTEK 2012. Lot 3 - Sound and Imaging Impact Assessment. NL AGENCY 2012. Preliminary comments on the working document on Sound and Imaging Equipment, including Game Consoles. NRDC & ENERGY SOLUTIONS 2011. Proposal Information Template - Game Consoles 2011 Appliance Efficiency Standards. PE INTERNATIONAL 2012. Sound and Imaging Consultation - Game Consoles. SONY COMPUTER ENTERTAINMENT INCORPORATED. 2013. Sony Computer Entertainment Inc. Introduces PlayStation®4 (PS4TM) [Online]. Available: http://www.scei.co.jp/corporate/release/pdf/130221a_e.pdf [Accessed 12/03/2013. STATE OF CALIFORNIA 2012. Energy Resources Conservation and Development Commission: 2012 Rulemaking on Appliance Efficiency Regulations. STATE OF CALIFORNIA 2013. Invitation to Participate in the Development of Appliance Energy Efficiency Measures. 11 Energy Policy 61 (2013) 1412–1421 Contents lists available at ScienceDirect Energy Policy journal homepage: www.elsevier.com/locate/enpol Estimating the energy use of high definition games consoles$ A. Webb a,b,n, K. Mayers a, C. France b, J. Koomey c a b c Sony Computer Entertainment Europe Ltd., 10 Great Marlborough Street, London, W1F 7LP England, United Kingdom Centre for Environmental Strategy, University of Surrey, Guildford, Surrey, GU2 7XH England, United Kingdom Steyer-Taylor Centre for Energy Policy and Finance, Stanford University, Stanford, CA 94305, USA H I G H L I G H T S Estimates of games console energy use vary significantly. New energy use estimates calculated for high definition games consoles. Consoles currently on sale use 37% less energy than earlier models. Gaming accounts for over 50% of console energy use. Further research regarding console usage is needed, particularly inactive time. art ic l e i nf o a b s t r a c t Article history: Received 24 January 2013 Accepted 16 May 2013 Available online 3 July 2013 As the energy use of games consoles has risen, due to increased ownership and use and improved performance and functionality, various governments have shown an interest in ways to improve their energy efficiency. Estimates of console energy use vary widely between 32 and 500 kWh/year. Most such estimates are unreliable as they are based on incorrect assumptions and unrepresentative data. To address the shortcomings of existing estimates of console energy use, this study collates, normalises and analyses available data for power consumption and usage. The results show that the average energy use of high definition games consoles (sold between 2005 and 2011 inclusive) can be estimated at 102 kWh/year, and 64 kWh/year for new console models on sale in early 2012. The calculations herein provide representative estimates of console energy use during this period, including a breakdown of the relative contribution of different usage modes. These results could be used as a baseline to evaluate the potential energy savings from efficiency improvements in games consoles, and also to assess the potential effectiveness of any proposed energy efficiency standards. Use of accurate data will help ensure the implementation of the most effective efficiency policies and standards. & 2013 The Authors. Published by Elsevier Ltd. All rights reserved. Keywords: Games consoles Energy use Energy efficiency 1. Introduction Policy concerning the energy use of appliances1 now forms an important part of governments' environmental strategies to reduce carbon emissions associated with domestic energy use. The Information and Communication Technologies and Consumer Electronics sectors are the fastest growing contributors, accounting for 15% of global residential electricity consumption (OECD/IEA, 2009). As such, ☆ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. n Corresponding author at: Sony Computer Entertainment Europe Ltd., 10 Great Marlborough Street, London, W1F 7LP England, United Kingdom. Tel.: +44 2078595488. E-mail address: [email protected] (A. Webb). 1 In this study appliances covers home electrical and electronic goods such as washing machines, TVs and consumer electronics equipment. government policies targeting the energy efficiency of appliances will contribute towards initiatives such as the European Union (EU) Climate and Energy package that, among other things, aims to improve the EU's energy efficiency by 20% (Europa, 2010). Games consoles have undergone considerable technological development since their introduction 40 years ago. The first home games console (the Magnavox Odyssey) was released in 1972 and was an analogue system powered by batteries (The games console, 2011). 1976 saw the introduction of the Fairchild Channel F console, the first programmable system that had games cartridges containing Read Only Memory. Over time consoles have continued to develop rapidly offering more display colours, moving from game cartridges to CDs, until today where the current generation of consoles offer photo realistic gaming and a wide variety of secondary functionalities2, 2 Secondary functionality refers to any function that is not gaming such as Internet browsing or DVD playback. 0301-4215/$ - see front matter & 2013 The Authors. Published by Elsevier Ltd. All rights reserved. http://dx.doi.org/10.1016/j.enpol.2013.05.056 A. Webb et al. / Energy Policy 61 (2013) 1412–1421 including Internet browsing, online gaming, digital television viewing and movie playback. Games consoles available in May 2013 include the Nintendo Wii U, the Microsoft XBOX360 and the Sony PlayStations3, all of which are High Definition3 (HD) consoles. These consoles are each different in terms of the functionality and the level of performance they offer, for example, consider media playback; the Wii U does not offer DVD playback, the XBOX360 offers DVD playback and the PlayStations3 offers DVD and Blu-ray playback. All of these consoles are reprogrammable; updates to the operating system are downloaded from the Internet or installed via a game disc. Alongside improved performance and functionality, the unit power consumption of consoles has increased between successive product generations4 , and ownership has risen. For example, the increase in active gaming power consumption between PlayStations consoles launched in 1994 and PlayStations3 consoles launched in 2006 is 180 W (NRDC, 2008). As such, games consoles have attracted the attention of energy efficiency initiatives as all of these factors have contributed to an increase in the aggregate energy use of games consoles over the last 40 years. In addition, some studies predict a continued increase in their energy use of up to 19% by 2020 (EnergyConsult, 2012a). Games consoles are, or have been, addressed by various regulatory and voluntary instruments, including the EU Ecodesign Directive (European Parliament and Council, 2009), the US EnergyStars program (EnergyStars, 2009b), the Californian Energy Commission's Appliance Efficiency Standards (Energy Resources Conservation And Development Commission, 2012) and the Australian Equipment Energy Efficiency Program (Equipment Energy Efficiency Program, 2010). These initiatives have proposed a range of measures including power caps for specific operational modes and introduction of new Auto Power Down5 (APD) requirements. There is, however, a lack of agreement over the actual energy use of games consoles when comparing data from the available research. Several stakeholders involved in the process of developing policies and standards for consoles, including NGOs, researchers, government authorities and console manufacturers, have calculated widely varying estimates of games console energy use (collated and normalised in Table 1 for comparison) between 32 kWh/year (Market Transformation Programme, 2009b) and 500 kWh/year (NRDC and Energy Solutions, 2011). This substantial variation between estimates does not appear to have been addressed, or even acknowledged. Regulating the energy use and power consumption of games consoles is complex as they are not uniform products; as explained above each different console offers a different combination of functions and performance, and consequently different usage and power consumption. As a result, comparing the efficiency of games consoles is very difficult (in contrast to products such as televisions that provide similar functionality and easily measureable performance). For example, under the Eco-design Directive, the efficiency of televisions is determined by the size of the screen and the resolution at which they output images (European Commission, 2009). Hittinger et al. (2012) highlight characteristics of the video game market that may require unique regulatory approaches, such as console performance, which is held constant over time so that each version of a console within a product generation can perform the same tasks. At the same time, changes to the hardware, software and operating system firmware 3 High definition are those that can deliver content at a resolution of 720 p or higher. 4 An example of different generations of consoles would be the PlayStations, PlayStations2 and PlayStations3 that are differentiated by the performance and functionality they offer and the year they were launched. 5 Auto Power Down or APD is a software function, supported by the hardware that shuts down a device after a set period of inactivity, commonly 1 hour. 1413 enable the power consumption of different versions of a console, within a generation, to be reduced substantially. This can be shown by the significant reduction in power consumption of both the XBOX360 and the PlayStations3 since launch, with a reduction in active6 power consumption of around 93 W (54%) and 110 W (58%) respectively (Intertek, 2012; NRDC, 2008). The energy use of consoles will also change as a result of updates to the operating system firmware downloaded or installed from game discs while in use. Such updates do not change the power consumption of the console in each mode, but can alter a console's functions and the way users interact with them. Constantly changing energy use patterns, such as those described above for consoles, are problematic for the development of energy efficiency policies and standards; something stated by Lee et al. (2009) as one of the primary challenges facing energy efficiency programmes. This is a particularly prevalent problem for games consoles as any policies and standards proposed to improve efficiency can quickly become obsolete as models are updated and functions are added over time. Of the energy use estimates shown in Table 1, three particularly stand out as being high: NRDC (2008), Hittinger et al. (2012) and NRDC and Energy Solutions (2011) at between 300 kWh/year and 500 kWh/year. These estimates do not appear to account for the substantial reduction in power consumption of HD consoles since they were first launched in 2005. One thing that these studies do have in common is that they all estimate inactive time to be very high, based on the assumption that 30–50% of users always leave their consoles switched on when not in use. The power consumption while consoles are left inactive is almost the same as when consoles are in active use (see Section 3.1); therefore, these assumptions have a large impact on the resulting energy use estimates (estimates assuming between 30% and 50% of users leave their consoles on while not in use are 160–360 kWh/year higher than studies that assume all consoles are switched off after use). Section 3.2 details a discussion of inactive time estimates available for consoles. Conversely, some studies report very low estimates for games console energy use of between 32 and 42 kWh/year (AEA, 2009; Market Transformation Programme, 2009b; Hittinger, 2011). These estimates represent an average of high and standard definition consoles that were on sale when this study was completed in 2012; until replaced by the Wii U in November 2012, the Nintendo Wii console had very low power consumption, between 14 and 18 W (Hittinger et al., 2012), and sales approaching 100 million since launch in 2006, which would skew these console energy use estimates downward. Other studies do not include standard definition consoles (NRDC and Energy Solutions, 2011) as all new consoles are expected to be HD. The remaining estimates fall between around 60 kWh/year and 140 kWh/year (AEA, 2010, EnergyConsult, 2012a). The variability between these energy use estimates is likely to be due to variable power consumption between different versions of each console model and variations in console usage data used in each calculation. It is not clear, therefore, what a representative estimate of HD console energy use should be. Greater certainty and more accurate information are needed to determine the impact console energy use may have on climate change, and to evaluate the likely effectiveness of any energy efficiency improvements for consoles, such as APD or more efficient processor chips. This study evaluates data available for games consoles regarding their usage and power consumption and, by determining the 6 Active usage can be considered any state in which a function has been selected and the user is engaged and/or the function is active, for example, active gaming or watching a DVD. 1414 A. Webb et al. / Energy Policy 61 (2013) 1412–1421 Table 1 Energy use estimates published for games consoles in chronological order. Source/region Purpose NRDC (2008)/United States 16,000 GWh/year for US consoles Publicising the energy use of games consoles and promoting improved efficiency Developing energy efficiency measures for 41.23 kWh/year/console games consoles in the EU AEA (2009)/Europe Energy use estimate Normalised energy use estimate (kWh/year/ console) 300a 41 Market Transformation Programme (2009)/United Kingdom DCCEE (2010) Australia Briefing note for public consultation and to inform Government decisions 630 GWh/year for UK consoles in 2009 32b Home entertainment product profile report 140 kWh/year for Australian consoles 140 AEA (2010)/Europe Development of energy efficiency measures for games consoles in the EU 74.8 kWh/year/console 75 Hittinger (2011)/United States Research studying the energy use of games consoles PlayStations3 40 kWh/year—XBOX360S 51 kWh/year—Wii 80/19 kWh/year (with/without WiiConnect 24 enabled) 40 51 80/19 NRDC and Energy Solutions (2011)/United States Promoting energy efficiency standards in California Up to 500 kWh/year/console in California 500c 101.1 kWh/year/console 101 61.8 kWh/year/console 62 Console Manufacturers— Industry estimates for input to policy Installed Base (2011)/Europe making process within the EU Console Manufacturers— Currently on Sale (2011)/ Europe Industry estimates for input to policy making process within the EU Hittinger et al. (2012)/United States Research estimating electricity 330 kWh/year/console consumption of games consoles in the US 330 EnergyConsult (2012b)/ Australia Developing energy efficiency standards for 600 GWh/year in Australia in 2010 games consoles in Australia 113d EnergyConsult (2012a)/ Australia/New Zealand Developing energy efficiency standards for 395 GWh/year in Australia in 2010 games consoles in Australia 40 GWh/year in New Zealand in 2010 66e 50e Intertek/DEFRA (2012)/England Survey of household energy consumption 42.3 kWh/year/console (average) 62.2 kWh/year/console (HD average) 42 62 a Total sales of consoles for 2002–2007 taken from Table 2, p.8 (NRDC, 2008). Based on stock of 20 million in 2010 taken from Table 1, p. 3 (Market Transformation Programme, 2009b). Upper bound of energy use estimate for consoles in the installed base, p.2 (NRDC and Energy Solutions, 2011). d Based on stock estimate of 5.3 million, p.1 (EnergyConsult, 2012b). e Based on stock estimate of 6 million and 800,000, respectively, p.9 (EnergyConsult, 2012a). b c most accurate data, calculates two new energy use estimates; one for average consoles in use at the time of study (those sold between 2005 and 2011 inclusive), and one for new consoles available in early 2012. The aim of this study is to address the shortcomings and uncertainty of existing assessments of games console energy use and derive more representative estimates. 2. Method Two approaches are available for calculating the energy use of industry sectors or products, where top-down approaches calculate the energy use at a sector level and bottom-up approaches calculate the energy use per consumer unit of equipment (Thomas et al., 2010). This study uses a bottom-up approach to consider the energy use of HD consoles sold between 2005 and 2012. This includes the XBOX360 and PlayStations3, which have similar power requirements and functionality, but excludes the Wii U that was launched in November 2012, after the study was completed. Exclusion of the Wii U from the scope of the study will not impact the results much as only 2.25 million units were sold in 2012, versus almost 10 million XBOX360 consoles and 11.25 million PlayStations3 consoles in the same year (VGChartz, 2013). In addition, global lifetime sales of PlayStations3 and XBOX360 consoles are around 75 million, with total sales of Wii U around 3 million (ibid.,). Standard definition consoles are not included in the scope of this study as they have relatively low power consumption and sales of these platforms, such as the Wii, are declining more rapidly than HD platforms. Furthermore, no new standard definition models are anticipated to be launched in the future. This approach is the same as that used by NRDC and Energy Solutions (2011). Typical Electricity Consumption (TEC) methodology is used in this study to estimate the energy use of an appliance over a defined time period (EnergyStars, 2009a). In relation to games consoles, TEC methodology is already used in the EnergyStars Computer Requirements (EnergyStars, 2009a) and the European Union Ecodesign Sound and Imaging Equipment preparatory study (AEA, 2010). TEC uses a formula that multiplies the power consumed in a specific mode by the time spent in that mode. A generic formula is shown below for calculating TEC: TEC ðWhÞ ¼ ðP 1 nT 1 Þ þ ðP 2 nT 2 Þ þ ⋯ þ ðP n nT n Þ where P is the power in Watts, T the time in hours, 1, 2, …, n are the different modes, and ∑T ¼8760 h/year. The calculation of TEC should account for all time in the period being considered, commonly one year, with the modes included reflecting the usage of the appliance in question. A. Webb et al. / Energy Policy 61 (2013) 1412–1421 1415 It is also important to consider the time a console spends switched on but not in use, or inactive, as this will affect estimates of console energy use and potential energy savings. While inactive use itself is not a function or mode it can be defined as “the state in which the mode has been selected but the user is not engaged and/or the function is not active” (Console Manufacturers, 2011). Other sources usually define idle mode as “the state in which the computer is not active” (EnergyStars, 2009b). This is relevant for PCs as when inactive the device enters a state in which no processing or active functions are undertaken. However, from a device perspective, whether being used or not consoles are dissimilar as they are constantly drawing on the processing capabilities, accessing memory and generating images on screen whether or not users are inactive themselves. Although a seemingly subtle difference, these definitions have very different connotations in terms of power consumption. Computers, when they are idle, do not perform any function and as such require less power than when active. In contrast, due to the nature of their functions, consoles are always processing information and generating images, thus requiring similar power whether or not they are being actively used (AEA, 2010). Therefore, the term “inactive” is used in this paper to define the time when consoles are switched on, but not responding to user input, in each mode. The TEC method is useful for evaluating the energy use of an appliance; however, it is only as reliable as the data used for power consumption and usage. It is also sensitive to changes in the input data, something which this study aims to address by evaluating all available data for power consumption and usage of HD consoles. The modes included in this TEC calculation are defined as follows: Standby—This is a common mode on many electrical appliances, defined as “a condition where the equipment is connected to the mains power source, depends on energy input from the mains power source to work as intended and provides only the following functions, which may persist for an indefinite time: reactivation function, or reactivation function and only an indication of enabled reactivation function and/or information status display” (European Commission, 2008). Networked standby—This mode is increasingly common on appliances that use a network connection to send and receive information. It is defined as “a condition in which the equipment is able to resume a function through a remotely initiated trigger via a network connection” (European Commission, 2013). Of the games consoles considered in this study, this mode is only available on the PlayStations3. Gameplay—This includes the time a console spends switched on, with a game disc loaded and one or more users interacting with the console via the use of peripherals such as controllers. It also includes the time spent gaming online. Media—Various media are able to be played on consoles including CDs, DVDs and Blu-rays. Consoles connected to the internet are also able to stream media. This mode covers all of these media functions. Other functions—This covers messenger services, photo viewing, Internet browsing and time spent downloading additional content. These functions are grouped together as they are only used by a relatively small proportion of consumers (under 10% of consumers report using these functions with a frequency of at least once a week; GameVision, 2011a), and the power consumption reported for these functions is broadly similar, varying by just 1–2 W (AEA, 2010). 3. Results and analysis In order to calculate representative energy use estimates for high definition consoles, available data for power consumption Table 2 Measured power consumption data for HD games consoles (Watts). Year sold Sourceb Navigationa Gameplay Media Usage Internet browsing Other functions Standby (networked Standby) Activec Inactivec Active Inactive Active Inactive Active Inactive Active Inactive 2005 NRDC (XBOX360) (2008) 2006 NRDC (PSs3) (2008) 2007 Danish Technological Institute (2007) 2007 NRDC (2008) (PSs3/XBOX360) 2010 Electric Power Research Institute (2010) (PSs3/XBOX360) 2010 AEA (2010) 2010/ 2011 2011 2011 2010 2012 Console Manufacturers—installed base (2012a) Console Manufacturers—new consoles (2012a) NRDC and Energy Solutions (2011) Intertek/DEFRA (2012) (PSs3/ XBOX360) – – 179.2 172 188.6 192.3 – 153/ 127 – 84.8/ 87.9 – 93.3 EnergyCon- 67.6/ sult (2012a) 76.9 (PSs3/ XBOX360) 162 181 – – – 176.8 – – – – – 178.6 – – – – – – – – – 2.2 1.1 1.8 – – – – – – – 129/ 85 – – – – – – 1.1/3.1 – – – – – – 150.1/ 118.8 – 152.9/ 117.5 – 92.8 76.6/ 81.3 74.9 – 73.9 73.5/ 58.9 74.1 – 74.1 – 74.6 – 74.6 – 0.9 – – 0.05/ 0.67 – – – 113 113 113 113 113 113 113 113 113 1.3 – – 72 72 72 72 72 72 72 72 72 0.5 – – 74.5 – 87.5 – – – 70 – – – 70 – – – – – – – 0.5 (11) 1.2/3 – 79.6/ 79.1 78.8 – a Navigation is defined as “a mode in which no other mode is engaged and the game console is displaying a menu of functions from which the user may select” (Console Manufacturers, 2012b). b Where power consumption data is available for both XBOX360 and PlayStations3 consoles it is included in the table and separated by a forward slash (/), as indicated in the source column. c The power consumption values for active and inactive are separated from the data presented per mode as they are not attributable to a specific mode; instead they are broad averages for consoles. 1416 A. Webb et al. / Energy Policy 61 (2013) 1412–1421 and usage are collated and evaluated below. New energy use estimates are calculated and a sensitivity analysis performed on the resulting estimates to identify the key determinants of console energy use. 3.1. Power consumption data Data on the power consumption of HD games consoles varies widely (Table 2). Data for gameplay power consumption varies between 72 and 192.3 W, with media usage and inactive modes showing similar ranges, between 70 and 176.8 W and 75 and 181.5 W respectively. Values reported for standby power consumption vary between 0.05 and 3.1 W. The large variation in power measurements for HD consoles can be explained when considering the date of the measurements; the studies in Table 2 consider consoles sold between 2005 and 2012. The change in HD console power consumption is a result of changes to the hardware, operating system and software that have led to efficiency improvements, as discussed above. Some studies report very limited data that only considers active power consumption and not the power consumption of individual modes (Intertek/DEFRA, 2012), whereas other studies report detailed values for a number of modes (Danish Technological Institute, 2007; AEA, 2010). Although the studies in Table 2 report measured power consumption data for HD games consoles, the data have not been collected using a common methodology. Differences between the methods include the time span over which measurements were taken and the games or movies used to test certain functions. Despite these differences, all of the studies refer to existing test standards for other electrical products and confirm the use of a suitable power meter. The main issue with the use of different methods for testing concerns the language used to describe the modes tested; for instance, idle screen saver mode (Danish Technological Institute, 2007) versus navigation (NRDC and Energy Solutions, 2011). It is, however, possible to interpret the various terms for the same mode and collate them accordingly, as has been done in Table 2. Recently, to overcome the lack of a common test methodology and mode definitions, the NRDC and console manufacturers have agreed on a method (Console Manufacturers, 2012b), a version of which is included in the adopted EnergyStars requirements for consoles (USEPA, 2013). The use of different testing methodologies is, therefore, likely to have a minimal effect. Four studies report power consumption data for multiple modes and functions (NRDC, 2008; Danish Technological Institute, 2007; AEA, 2010; Console Manufacturers, 2012b). AEA (2010) and NRDC/Energy Solutions (2011) report measurements of more recent HD console models while the Danish Technological Institute (2007) reports power measurements of an early PlayStations3. None of these studies report representative power consumption data for all HD consoles sold between 2005 and 2012; however, they do give an accurate picture of the variation in power consumption between modes. Console Manufacturers (2012a) report an average navigation mode power consumption for HD consoles sold between 2005 and 2011 inclusive (113 W), and the navigation mode power consumption of HD consoles on sale in early 2012 (72 W). It is important to note that the average power consumption value for consoles sold between 2005 and 2011 inclusive is are not weighted according to sales of each model; consoles are unusual in that sales usually peak between 3 and 5 years after launch (VGChartz, 2012a), and as such sales of lower power models are likely to be higher than the launch models. Console manufacturers do not report data for other active modes in this particular proposal. Such data is important; Table 2 shows that other studies report a difference in power consumption of between 17 and 42 W for active modes (NRDC, 2008; NRDC and Energy Solutions, 2011; AEA, 2010; Danish Technological Institute, 2007). Unfortunately, none of the available power consumption data are therefore complete. It is essential that any estimate of console energy use considers the difference in power consumption between modes, while also considering the power consumption of HD consoles sold between 2005 and 2011 (i.e. those currently in use). To account for shortcomings in the available power data for HD consoles, this study calculates the ratio between the power consumption values in navigation and other active modes as reported by AEA (2010) and NRDC and Energy Solutions (2011) (Table 3). The data reported by the Danish Technological Institute (2007) is not included as it only considers one model of PlayStations3 console, whereas the other studies report averages for HD consoles on sale at that time. The following generic equation is used to calculate the ratios for each mode using the AEA (2010) and NRDC/Energy Solutions (2011) data: n Ratio ¼ Powerconsumptionmode ðWÞ= powerconsumptioninnavigation ðWÞ where n ¼gameplay, media or other functions. For example, the equation to calculate the ratio for active gaming using the NRDC and Energy Solutions (2011) data would be as follows: 87:5=74:5 ¼ 1:17 The manufacturer power consumption data (Table 2) is then multiplied by the median of the AEA and NRDC and Energy Solutions ratios to calculate power consumption estimates per mode. For example, to calculate the active gaming power consumption for consoles sold between 2005 and 2011 inclusive, the console manufacturer average navigation power consumption is multiplied by the median ratio: 1:21n113 ¼ 136:7 W Standby power consumption values are taken directly from the console manufacturer data (Console Manufacturers, 2012a) as these data are averages for HD consoles sold between 2005 and 2011, whereas the other studies only consider HD consoles on sale at that time. Networked standby power consumption is taken from the NRDC and Energy Solutions report (2011), the only study to report this. Table 3 Ratios, and resulting power consumption values, for use in calculating the energy use of HD consoles. Mode Gameplay Gameplay inactive Media Media inactive Internet browsing active Internet browsing inactive Other functions active Other functions inactive Navigation Standby Networked standby AEA ratios NRDC ratios Median ratio Power consumption (W) In use New consoles 87.4 87.4 70.0 70.0 69.6 1.25 1.25 1.01 1.01 0.99 1.17 1.17 0.94 0.94 0.94 1.21 1.21 0.97 0.97 0.97 137.1 137.1 109.9 109.9 109.3 0.99 0.94 0.97 109.3 69.6 1.00 0.94 0.97 109.7 69.9 1.00 0.94 0.97 109.7 69.9 1.00 – – 1.00 – – 1.00 – – 113.0 72.0 1.3 0.5 11.0 11 A. Webb et al. / Energy Policy 61 (2013) 1412–1421 3.2. Usage data Data available on console usage, on a per console basis, is summarised in Table 4. The total time consoles are reported to be switched on ranges between 1.1 and 2.64 h/day, with the time spent in standby mode ranging between 4.7 and 22 h/day. The completeness of the power consumption data varies with three studies considering only specific modes such as gameplay and active (Interactive Software Federation of Europe, 2010; Market Transformation Programme, 2009b; Intertek/DEFRA, 2012) and two simply reporting the total on-time (Nielsen, 2009, 2010). Numerous studies collected usage data through the use of meters that measure consumer usage of consoles rather than relying on reported use from surveys (Nielsen, 2009, 2010; Intertek/DEFRA, 2012). This is the most accurate way to measure usage; however, it is not possible to measure the time a console is left on but inactive as current metering technology simply records the function selected. The remaining two studies in Table 4 report usage based on surveys of console users, one of which includes unspecified expert assumptions (Market Transformation Programme, 2009a). Such data are less reliable as it is not clear what assumptions this data may be based upon and they are dependent on consumers accurately reporting their usage; failures of recall and social desirability effects are known to affect the reliability of survey data (Crockett et al., 1987). There is, however, no clear indication of whether surveying console users leads to higher or lower estimates for usage time; as shown in Table 4, even the use of the same collection method at different times leads to different estimates of usage time (Nielsen, 2009, 2010). This could be caused by a number of factors including when the data were collected, which users were covered by the study, the region/s covered by the study and whether a new game or platform has recently been launched. Further research could establish the effect of these factors on the time users spend gaming and using other functions on their consoles. Considering the studies that give an estimate of total usage time (both active and inactive), the median and mean are calculated to be 1.9 h/day. The studies in Table 4 do not, however, give a detailed indication of the contribution each mode makes to the total ontime. Nielsen (2013) report the contribution of each mode for HD consoles, which indicates that users spend 56% of total on-time gaming (online and offline), 18.5% streaming media, 13.5% watching DVDs and Blu-rays, 5.5% watching downloaded content and 7% 1417 using other functions including audio player and Internet browsing. The Nielsen data is only for console users in the United States, however, it is largely similar to European usage reported by console manufacturers and used in the AEA (2010) report (this data based on industry estimates, as opposed to surveyed or metered usage, and as such are not included in Table 4). Although the contribution of secondary functionalities varies between the studies, these functions have very similar power consumption so use of one study versus another is likely to have a minimal effect on the resulting energy use estimates. It is also important to consider that the Nielsen (2013) data is for gamers in the US, versus the AEA data for EU consumers; this could affect the usage patterns as different services may be available in different regions. The Nielsen (2013) data is used in this analysis as it is based on a survey of users, versus manufacturer estimates, and is therefore more reliable. Further research could establish whether significant regional variations in usage exist for console users, and the impact this could have on the total energy use estimates. Studying the data for console usage in Table 4 shows no clear trend for change in usage over time, therefore, for the calculations below it is assumed that usage of HD consoles is constant over time. This is an area where further research is required to improve understanding of console usage, in particular whether usage increases as the number of functions increases, or if usage time is split between more functions. In order to give as accurate a representation of HD console energy use as possible, this research will also consider the time a console spends in networked standby; only previously considered by NRDC and Energy Solutions (2011). As shown in Table 2, the power consumption in networked standby is much higher than standby, 11 W compared to between 0.5 and 1.3 W, and so could have a significant impact on console energy use. Only PlayStations3 consoles currently offer this functionality, accounting for 55% of the high definition consoles currently in use in Europe (VGChartz, 2012b). Of the PlayStations consoles sold, an average of 9.75% of European users report that they use this function once a week, with the rest not using it at all (GameVision Europe, 2009, 2010; GameVision, 2010, 2011b). Hence, it is estimated that 5.4% of high definition consoles have the networked standby function enabled. Any time spent in networked standby replaces time spent in standby, as such, the standby time (i.e. 24 1.9 = 22.1 h/day) is multiplied by the proportion of users with the networked standby enabled. This Table 4 Usage data for HD games consoles (hours per day/console). Source/region Data collection method Game play Media usage Internet browsing Other functions Active Inactive Standby Networked standbya Total on-time Nielsen (2009)/United Statesb Nielsen (2010)/United Statesc Market Transformation Programme (2009)/United Kingdom Interactive Software Federation of Europed (2010)/Europe Intertek/DEFRA, (2012)/United Kingdome Metered usage Metered usage Metered usage/survey/ expert assumptions Survey – – – – – – – – – – – – – – 0.4 – – 1 – – 10 – – – 2.64 1.1 1.4 1.72 – – – – – – – – Metered usage – – – – 2.3 – 4.7 – 2.3 a Data for the time a console spends in networked standby is not provided by any of the sources of usage data. It is, however, considered in the subsequent analysis based on the activation rate reported in GameVision studies published between 2009 and 2011 and is included in this table for completeness. b This is an average estimate of usage for PlayStations3 and XBOX360 consoles calculated using the active user % data in Fig. 1, p. 3. c Average for PlayStations3 and XBOX360 consoles taken from average metered weekly hours per user. To reflect research that reports multiple users are active on each console, the hours per user has been multiplied by 1.8, the average number of users active on each console as reported in the GameVision studies published between 2009 and 2011. d This value is calculated using the data in Figure 20 of the report. The average number of XBOX360 and PlayStations3 users in each category is calculated and multiplied by the mid-point of that category. As described above, this is also multiplied by 1.8 to reflect usage per console. e This is an average for XBOX360 and PlayStations3 consoles. 1418 A. Webb et al. / Energy Policy 61 (2013) 1412–1421 calculation results in an average networked standby time for all HD console users of 1.2 h/day, which is subtracted from the original standby time to give a total of 20.9 h in standby. As previously stated, it is important to be able to estimate the proportion of the total time a console is switched on and active versus inactive. This allows the potential energy saving of improvements, such as Auto Power Down (APD), to be assessed. Estimating the time a console spends inactive is complex as a console can be inactive in any of the available modes. Although metering technology is the most accurate method available for gathering data on consumer usage, current technology cannot be used to discern between active and inactive console usage. Owing to a lack of available data, various studies have assumed that between 30 and 50% of users never switch their consoles off (NRDC, 2008; NRDC & Energy Solutions 2011; Hittinger et al., 2012), which would result in an inactive time of 22.2 h/day for those users (see below for the median on-time estimate). Recent survey research, however, suggests that the proportion of PlayStations3 consumers that leave their consoles on all the time may be as low as 3% (Webb et al., 2011). Even if this figure is as low as 3%, this would suggest annual energy use of around 960 kWh for those users; something which is likely to skew average energy use estimates significantly. The metered usage estimates summarised in Table 4 include both active and inactive time and account for an unknown number of users that may have enabled APD on their console. Without knowing the proportion of users that have activated their APD function, it is not possible to accurately assess the impact of introducing an APD function that is switched on by default. In 2012 console manufacturers enabled the APD settings by default, for some console models in some regions, via software updates for both consoles in use and new consoles (in Europe this was done to comply with new regulations mandating APD from January 2013; European Commission, 2008). The impact of these changes to the total on-time has not yet been measured. Although some studies have tried to establish estimates of inactive time and the proportion of users that have activated APD, the results have shown a great deal of unreliability. For example, some users report to have activated the APD function on their console even where not available (Interactive Software Federation of Europe, 2012) while many console users appear to be largely unsure of their console's capability in terms of APD. For example, 57% of users stated that they did not know if their console powered off after a period of inactivity, while 71% of users that reported their consoles do have APD say that they use the function (Consumer Electronics Association, 2010). Other assumptions focus on the proportion of on-time that is anticipated to be inactive, including the Market Transformation Programme (2009a) study that estimates inactive time to account for 70% of the on-time in 2008, anticipated to rise to 78% in 2020 as more downloadable content becomes available. The AEA (2010) report assumes an inactive contribution to the total on-time of 30%, split equally across all modes. Given the uncertainty surrounding the inactive time for games consoles, this study will not consider inactive time in the analysis. Further research to establish whether console users have enabled APD on their console would allow estimates for inactive time to be improved. From the data already collected in this regard, it is clear that surveying users on this aspect of their usage returns unreliable results; therefore, it is suggested that an intrusive survey, whereby user's console settings are checked before metering usage, would be the most appropriate and accurate way to gather this information. The total on-time (1.9 h/day) is split as reported by Nielsen (2013), which details the contribution of each mode. Table 5 summarises the usage estimates that will be used to calculate the energy use of HD consoles. Table 5 Usage estimates for HD consoles (h/day). Mode Time Gameplay Movie/video playback Other functions Standby/off Networked standby 1.06 0.71 0.13 20.89 1.20 Total 24.00 Table 6 Detailed breakdown of the energy use estimates for new HD consoles and those in use. Mode Energy use (kWh/year) Percentage contribution In use Gameplay 37.3 Gameplay inactive 16.0 Media 20.0 Media inactive 8.6 Other functions 3.7 Other functions inactive 1.6 Standby/off 9.9 Networked standby 4.8 Total 101.9 New In use (%) New (%) 23.8 10.2 12.7 5.5 2.4 1.0 3.4 4.8 63.8 37 16 20 8 4 2 10 5 100 37 16 20 9 4 2 5 8 100 3.3. Energy use estimates The energy use estimates calculated from the power consumption and usage values derived in Sections 3.1 and 3.2 are presented below. Energy use is estimated for HD consoles sold between 2005 and 2011 inclusive (in use at the time of study) and new HD consoles available in early 2012 (Table 6). The energy use estimate calculated for new consoles is 37% lower than the estimate for those in use, 63.8 kWh/year versus 101.9 kWh/year. This is mainly due to advances in chip technology resulting in improvements in console efficiency between different versions of each console model. For example, the Cell processor in the PlayStations3 now uses 45 nm technology for its transistors, which is half the size of the original 90 nm technology in the 2006 launch model (ars technica, 2008). This enables more transistors to fit on the same sized chip, lowering conductance losses and reducing power consumption. Given that the performance of a console generation is constant over time (Hittinger et al., 2012), despite hardware and software revisions, the graphics processing and central processing unit chips have decreased in size resulting in lower power consumption. Of particular interest is the contribution standby mode makes to the overall energy use in the respective estimates. The energy use of standby for consoles in use accounts for 10% of overall power use, versus 5% for new consoles available at the time of study. This is due to a reduction in standby power consumption from 1.3 W to 0.5 W. In contrast, the contribution of networked standby to the total TEC is estimated to be 3% higher for new consoles compared to those in use. This is due to the power consumption in networked standby being the same in both energy use estimates, while all other power values have decreased. It is likely, however, that networked standby power consumption has also decreased over the product lifetime in a similar manner to A. Webb et al. / Energy Policy 61 (2013) 1412–1421 1419 other modes; research to establish if networked standby power consumption has changed over time would help to refine this aspect of console energy use estimates. The calculations also show that, in both cases, gameplay accounts for around 53% of the total energy use with the contribution of media play around 28% and other functions 6%. between the sources of power consumption data for different functions, but significant uncertainty around usage. Figs. 1 and 2 clearly demonstrate that uncertainty around usage time is a key factor in determining console energy use, further supporting the need for additional research in this area. 3.4. Sensitivity analysis 4. Discussion To test the suitability of the assumptions used in this study, a sensitivity analysis has been completed. Two main parameters are considered: This study details a critical review of available data for the power consumption, usage and energy use of high definition games consoles. The analysis has shown that there is a large variation in estimates for all three factors caused by a combination of lack of available data and divergent assumptions. Although many existing energy use estimates are of a similar magnitude to those calculated herein, the following issues have been addressed: 1. Power consumption data—The ratios calculated from the AEA (2010) and NRDC and Energy Solutions (2011) power consumption data are each used to calculate power consumption value for HD consoles, using the average power consumption values published by console manufacturers (see Table 2) 2. Usage data—The upper and lower bounds of total on-time estimates, of 1.1 h/day (Nielsen, 2010) and 2.64 h/day (Nielsen, 2009) are considered. Representative power consumption data derived for HD Figs. 1 and 2 show the change in energy use of consoles, when varying the usage time and using the different ratios for power consumption, for consoles in use and new consoles respectively. Energy use estimates for consoles sold between 2005 and 2011 inclusive range between 64 and 146 kWh/year, with estimates for new consoles available in early 2012 ranging between 38 and 92 kWh/year. The variation caused by the use of different power consumption ratios has a very small impact on the energy use estimates, ranging between 4.6% and 6% of the total, while the different usage estimates have a much larger impact with the energy use changing by up to 740%. This indicates good agreement Energy Use (kWh/year) 160 140 120 100 Total on-time 80 1.9 hours 60 1.1hours 40 2.64 hours 20 0 Median AEA Ratios NRDC Fig. 1. Results of the sensitivity analysis for consoles currently in use. Energy use (kWh/year) 100 90 80 70 60 50 40 30 20 10 0 Total on-time 1.9 hours 1.1hours 2.64 hours Median AEA Ratios NRDC Fig. 2. Results of the sensitivity analysis for new consoles. consoles in use and on sale—All previous estimates of games console energy use have used power consumption data for HD consoles on sale at a certain time between 2005 and 2012. As explained, models within each generation of games console are subject to revisions over time that result in efficiency improvements and falling power consumption. Existing estimates of games console energy use either fail to take account of these reductions, or ignore earlier, higher power versions of games consoles already in use. Particularly when considering energy efficiency improvements that can affect the consoles already in use in consumers' homes, such as enabling APD, it is important to account for all console models sold previously. This study uses power consumption data that accounts for the falling power consumption of HD consoles over time and also the difference in power consumption between modes. Usage estimates derived from relevant studies—Existing estimates of games console usage have tended to focus on the results of one study. Usage of consoles can be affected by many factors such as when the data were collected, how it is collected and which users are covered. The estimate of HD console usage derived in this research considers all studies that report an estimate of the total on-time, gathered using metering technology, and uses a median to calculate the average energy use. Data from Nielsen (2013) regarding the contribution of each mode to the total on-time are also used, compared to previous studies that used assumptions to estimate this (NRDC, 2008) or do not consider it at all (Market Transformation Programme, 2009a, EnergyConsult, 2012a). Sensitivity analysis has shown that the range of estimates for total on-time used in this study have a significant effect on the energy use estimates, highlighting usage data as a key area of uncertainty and meriting further study. Inactive time is unknown—Previous estimates of games console energy use have either assumed the contribution of inactive time to total on-time (AEA, 2010; Market Transformation Programme, 2009a) or assumed the proportion of users that leave their consoles on all of the time (NRDC, 2008; Hittinger et al., 2012). Available data regarding users' switch off behaviour and the proportion of users that have enabled APD appear highly uncertain and so it is not possible to estimate the time consoles spend inactive. Survey results suggest that users are unsure as to whether they have an APD function available on their console or whether it is enabled (Consumer Electronics Association, 2010; Interactive Software Federation of Europe, 2012). When considering the potential impact of efficiency measures, such as APD, it is essential to know how long consoles spend 1420 A. Webb et al. / Energy Policy 61 (2013) 1412–1421 inactive (see below). Further research is needed to establish the proportion of users that have APD enabled and hence the time HD consoles spend inactive. The energy use estimates calculated in this study detail the contribution of different modes to the total energy use. This analysis has shown that gaming makes the largest contribution to console energy use, around 53%, with media use accounting for around 28%. This level of detail is essential in determining the relative impact of console energy use compared to other products and in determining the effectiveness of possible energy efficiency improvements. Ultimately, these estimates can be used to develop baselines and improvement scenarios for the evaluation of energy efficiency policies and standards for games consoles. The use of representative and reliable data to calculate the energy use of games consoles is extremely important when evaluating the potential impact of various efficiency improvements. For example, the NRDC (2008) estimate that the introduction of an APD feature that powers the console down after 1 h of inactivity will save 1164 kWh per user per year for users that leave their consoles on, or an average of 582 kWh per user per year. Considering that survey data suggests as few as 3% of HD console users leave their console on all of the time, these savings would be reduced to 36 kWh/user/year, 94% lower than anticipated based on the NRDC energy use estimate. If inactive time contributed 30% to the total on-time and APD were to reduce this by 50% for each console, using the energy use estimate for HD consoles in use (102 kWh/year), a reduction of 13 kWh/year per console could be expected. Considering that some studies estimate inactive usage to account for 70% of the on-time, the energy saving from APD could be as high as 30 kWh/year per console. It has also been suggested that the introduction of power scaling technology, i.e. where a product dynamically and proportionately varies its power consumption as its workload changes, could reduce the power consumption across all modes (ECOS, 2011). Assuming a reduction in power consumption of 10% across all modes, for example, would result in a reduction of approximately 10 kWh/year per console for those consoles in use, and 6 kWh/year per console for new HD consoles available. These examples emphasise the importance of a representative energy use estimate when evaluating possible options for manufacturers to improve the energy efficiency of consoles. 5. Conclusions This research has calculated estimates of the energy use of HD consoles in use (sold between 2005 and 2011 inclusive) and new HD consoles on sale at the beginning of 2012 at 102 kWh/year and 64 kWh/year respectively. These figures narrow down the range of existing estimates substantially (between 64 and 146 kWh/year for consoles in use) providing more accurate and representative data. The new estimates also provide a more detailed and transparent estimate of HD games console energy use, with the contribution of each mode to the total energy use reported. The analysis also demonstrates that uncertainty around console usage has a large impact on resulting energy use estimates. These estimates could be used to evaluate the effectiveness of different approaches and technologies to reduce the energy use of consoles, and ultimately help to set baselines and improvement scenarios for use in energy efficiency and standards development. Further research could significantly improve the analysis, including measured power consumption data for all models of HD console sold since launch in 2005; sales data for each model of HD console to allow the average power consumption for consoles in use to be weighted accordingly; and collection of further data to establish if usage is changing, whether users in different regions use their consoles differently, whether usage time is increasing as more functions and services become available on consoles and the proportion of users that have APD enabled. Usage is also shown to have the greatest effect on console energy use in the sensitivity analysis. Furthermore, as data become available on the usage and power consumption of the Wii U, the results of this study can be updated so that all HD consoles currently on sale are considered in the analysis. 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The energy savings exclude network standby savings, which are calculated separately because they are subject to separate industry regulation, and also it is possible they may not be relevant for all consoles in future. The detailed calculations are shown in Annex 1. Table 1: Estimated energy savings of this industry proposal Percentage Contribution to Total Energy Savings Year 2013 2014 2015 2016 2017 2018 2019 2020 1 Power caps 18.8% 18.8% 18.8% 18.8% 21.3% 23.0% 24.9% 26.8% 2 APD 59.5% 59.5% 59.5% 59.5% 57.6% 56.4% 55.0% 53.7% 2 Standby 21.7% 21.7% 21.7% 21.7% 21.0% 20.6% 20.1% 19.6% Total Savings (TWh/year) 0.39 0.78 1.17 1.56 2.02 2.47 2.54 2.60 1 Lot 3 2 Commission Regulation (EC) No 1275/2008 1 Annex 1: Detailed energy savings calculations for the European Union Table 1 Base Case for High Definition Consoles Function Game Play Movie/Video playback Internet Browsing Other Functions Total ON Standby/Off All Hours /day Time in Each function (%) Estimated Share of Time During On Modes Active Active Mode Time (Hours/ day) Inactive Mode Inactive Standby/Off Power TEC Based on Manufacturer Use Hours kWh/year Power Consumption (W) Energy use per year (kWh) Time (Hours/ day) Power Consumption (W) Energy use per year (kWh) Power Consumption (W) 35.8 0.53 0.15 113.0 113.0 21.9 6.3 - 57.7 16.5 0.04 113.0 1.6 - 4.1 0.11 113.0 4.7 - 12.4 - - 34.5 - 1.3 10.3 1.40 0.40 6% 2% 62% 62% 38% 38% 0.87 0.25 113.0 113.0 0.10 0% 62% 38% 0.06 113.0 0.30 1% 62% 38% 0.19 113.0 2.20 21.80 24.00 91% 100% - - - - 10.2 2.6 7.7 56.3 - 101.1 This new base case for PlayStation®3 has been created using the hours of usage contained in the Lot 3 report calculations for TEC (AEA, 2010, Table 76). This is based on actual console usage data provided by manufacturers. The power use values are averages of all PlayStation®3 models since launch in 2007 (not weighted by sales of each model) as the values used in the Lot 3 base case are not applicable to high definition consoles. Navigation mode covers all functions found on the navigation menu screen (Cross Media Bar), not including media functions. The figure of 38% for the contribution of inactive to the total on-time has been estimated using information collected through the ISFE Gamer survey (2010) and industry data regarding number of sessions, estimated to be around 5 per week. The following tables quantify the expected energy savings of alternative proposals made by industry, in contrast to the consultant's proposed measures. 2 Table 2 Tier 1 Industry Proposal Function Game Play Movie/Video playback Internet Browsing Other Functions Total ON Standby/Off All Hours /day Time in Each function (%) Estimated Share of Time During On Modes Active Inactive Active Mode Inactive Mode Time (Hours/ day) Power Consumption (W) Energy use per year (kWh) 35.8 1.13 0.32 5% 1% 77% 77% 23% 23% 0.87 0.25 113.0 90.0 0.08 0% 77% 23% 0.06 90.0 0.24 1% 77% 23% 0.19 90.0 1.78 22.22 24.00 93% 100% - - - - Time (Hours/ day) Standby/Off Power TEC Based on Manufacturer Use Hours kWh/year Power Consumption (W) Energy use per year (kWh) Power Consumption (W) 0.27 0.08 113.0 90.0 11.0 2.5 - 46.8 10.6 0.02 90.0 0.6 - 2.7 0.06 90.0 1.9 - 8.0 - - 16.0 - 0.5 4.1 8.1 2.0 6.1 52.1 - 72.1 Table 2 calculates the expected TEC after implementation of a 90W power cap for media and navigation functions and an APD after 1 hour. It is assumed that APD will reduce inactive time by half. 3 Table 3 Tier 2 Industry Proposal Function Game Play Movie/Video playback Internet Browsing Other Functions Total ON Standby/Off All Hours /day Time in Each function (%) Estimated Share of Time During On Modes Active Active Mode Time (Hours/ day) Inactive Mode Inactive Standby/Off Power TEC Based on Manufacturer Use Hours kWh/year Power Consumption (W) Energy use per year (kWh) Time (Hours/ day) Power Consumption (W) Energy use per year (kWh) Power Consumption (W) 35.8 0.27 0.08 113.0 70.0 11.0 1.9 - 46.8 8.3 0.02 70.0 0.5 - 2.1 0.06 70.0 1.5 - 6.2 - - 14.9 - 0.5 4.1 1.13 0.32 5% 1% 77% 77% 23% 23% 0.87 0.25 113.0 70.0 0.08 0% 77% 23% 0.06 70.0 6.3 1.6 0.24 1.78 22.22 24.00 1% 7% 93% 100% 77% - 23% - 0.19 - 70.0 4.8 48.5 - - 67.4 Table 3 calculates the expected TEC after implementation of a 70W power cap for media and navigation functions and an APD after 1 hour. It is assumed that APD will reduce inactive time by half. 4 Table 4 Projected Savings for high definition consoles Tier 1 savings Per console (kWh/year) Year 2013 2014 2015 2016 2017 2018 2019 2020 Cumulative sales 13500000 27000000 40500000 54000000 54000000 54000000 40500000 27000000 Active 4.2 4.2 4.2 4.2 4.2 4.2 4.2 4.2 Inactive 18.5 18.5 18.5 18.5 18.5 18.5 18.5 18.5 Standby 6.3 6.3 6.3 6.3 6.3 6.3 6.3 6.3 Total 29.0 29.0 29.0 29.0 29.0 29.0 29.0 29.0 Tier 1 & 2 savings Per console (kWh/year) Total Current Genaration (TWh/year) 0.39 0.78 1.17 1.56 1.56 1.56 1.17 0.78 Next Generation sales 0 0 0 0 13500000 27000000 40500000 54000000 Active 0.0 0.0 0.0 0.0 7.8 7.8 7.8 7.8 Inactive 0.0 0.0 0.0 0.0 19.6 19.6 19.6 19.6 Standby 0.0 0.0 0.0 0.0 6.3 6.3 6.3 6.3 Total 0.0 0.0 0.0 0.0 33.7 33.7 33.7 33.7 Total Next Generation (TWh/year) 0.00 0.00 0.00 0.00 0.45 0.91 1.36 1.82 Total (TWh/year) 0.39 0.78 1.17 1.56 2.02 2.47 2.54 2.60 Console sales have been calculated using sales of all consoles between January 2nd 2005 and 1st January 2011 (indicating a 6 year product lifetime). This gives an annual sales value of 13.5 million per year. The projected energy savings are highly conservative estimates. In the above calculations game play power use is assumed to stay constant, although the reduction in media and navigation compared to the average base case will also help to reduce game play power use. Also, next generation consoles may have higher performance, and therefore use more power than current high definition consoles, resulting in a higher TEC base case and estimated energy savings. It is also anticipated that the power reduction trends seen to date with PlayStation®3 could potentially apply to any future product, according to Moore's Law. However, at present these reductions cannot be accurately quantified. 5 Excerpt from “Energy Efficiency of Games Consoles: Self-Regulatory Initiative to further improve the energy efficiency of Games Consoles” Annex F – Estimated electricity savings Within the European Union it is estimated that the SRI for Games Consoles will result in electricity savings of 1.1 TWh in 2020 for Ultra High Definition capable Xbox One and PlayStation®4 Games Consoles. This is equal to the electricity savings expected through compliance with Regulation 801/2013 for standby and networked standby modes. Further electricity savings are expected from additional efficiency improvements made by Games Console manufacturers. These additional improvements are not included in the SRI as they cannot be harmonised across all Games Consoles due to the variability in hardware specifications and performance, and the functions and features available on each device. The additional efficiency improvements include Suspend to RAM and early compliance with the networked standby requirements set out in Regulation 801/2013. The estimated electricity savings expected for Ultra HD capable consoles are summarised in the table below. Year 2013 2014 2015 2016 2017 2018 2019 2020 TOTAL Estimated EU electricity saving for Ultra High Definition Games Consoles (TWh) Regulation 801/2013 SRI Additional 0.1 0.1 0.1 0.1 0.3 0.4 0.3 0.5 0.5 0.6 0.8 0.6 0.8 0.9 0.6 1.0 1.0 0.5 1.1 1.2 0.3 1.1 1.1 0.2 5.0 6.0 3.4
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