Reminders of the worsening climate crisis are constant. At the time of writing, snow is falling outside my window as the Northeast US finds itself in the grips of a wintry blast. At the same time, the South Central US is forecast to see a weather shift that will increase the risk of wildfires. Simultaneously, parts of Southern California are being evacuated in anticipation of flash flooding and mudslides. All of this is to be followed by a week in which much of the US will experience temperatures 10-25°F warmer than historical averages.
It’s enough to make you want to stay home, get cozy, and immerse yourself in a virtual world. That is, until you find out that this might be part of the problem. A new study has produced some startling figures regarding the environmental effects of gaming. Chief among these is the high carbon cost of producing the physical video games themselves – with the manufacture of every million games leading to the production of around 312 tons of CO2 equivalent.
Does this mean we’re under a moral obligation to stop gaming?
Such a claim rests on the idea that it’s wrong to contribute to a state of affairs that’s causing harm to others. If a town was struggling with the pollution of its sole source of drinking water, it would be wrong of me to contribute by dumping more effluent into that waterway. It’s this kind of intuition that underpins the notion of a “carbon footprint” – a conceptual tool used to aid individuals in quantifying how much (or how little) they’re contributing to the climate crisis. It’s an admittedly controversial tool, having its roots in attempts by the oil industry to shunt responsibility from corporations on to individuals. But I’ve argued previously that corporate and individual responsibility aren’t mutually exclusive. That is, there can simultaneously be a moral obligation on corporations to make systemic change, while there is also an obligation on us as individuals to minimize our harmful behavior.
But what might this obligation look like? Must we reduce all of our carbon emissions? Surely not. Almost all of our activities come at a carbon cost, and a number of those are necessary for survival – from feeding ourselves, to warming our homes. This is where Henry Shue’s utilization of subsistence and luxury emissions can be helpful. On Shue’s approach, “subsistence” emissions are those that are essential for the fulfillment of vital needs. “Luxury” emissions, on the other hand, are not. Shue argues that “it is not equitable to ask some people to surrender necessities so that other people can retain luxuries.” In practice, then, any moral obligation to minimize our carbon footprint only applies to luxury – not subsistence – emissions.
Into which of these two categories might gaming fall? It may seem like the obvious answer is “luxury.” But this might be too quick. It’s important that “vital needs” be understood widely. Clearly, it includes things like food and warmth – but arguably it covers more than merely what’s necessary for survival. Education, for example, is a good candidate for a vital need. And, if so, then emissions associated with this activity (the carbon cost of getting to school, keeping the classroom lights on, and using a laptop to complete an essay) might count as subsistence. Other parts of our social lives – visiting with friends, or engaging in meaningful hobbies and pursuits – might count too.
What, then, of gaming? As of now, the benefits of this particular hobby are understudied – but the existing data looks promising. A study out of Japan, for example, showed gaming led to broad improvements in mental wellbeing, including reducing psychological distress and improving life satisfaction. And if that’s the case, then gaming might – at least for some – be on the way to qualifying as a vital need.
But here’s the thing: even if something is a vital need, we’re still under a moral obligation to fulfill that need in the least carbon costly way possible. Any carbon expenditure beyond what’s necessary will once again count as a luxury emission. According to the study cited earlier, producing one million digital game downloads would cost a mere three tons of CO2 equivalent – less than 1/100th of the carbon cost of producing those games as physical copies. What this means, then, is that while gaming might be a vital need – and its associated emissions therefore subsistence – the additional emissions associated with purchasing a physical copy of a game are instead luxury. What we have, then, is a moral obligation to opt for digital gaming.
Arguably, this mirrors the approach we should take in many other areas of our life. Suppose that transportation to school and work is a vital need. As such, the minimal emissions required to fulfill that need are subsistence emissions – emissions that we are under no moral obligation to reduce. Any emissions beyond that, however, are luxury – and will be subject to an obligation to reduce. What does that mean in practice? Namely, that we shouldn’t drive a giant SUV when a smaller vehicle would suffice, or that we shouldn’t drive at all when public transport is available. Something similar is true of nutrition. While we need to eat to survive, we are – according to the subsistence versus luxury distinction – under a moral obligation to satisfy this need in the least carbon costly way possible (say, by opting for plant-based options over meat).
In this way, the luxury/subsistence distinction allows us to make carbon-conscious choices without sacrifice what’s important – like a cozy night of gaming in the midst of a blizzard.
