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PlayStation / Computer architecture / Wii / Video game console / PlayStation 3 / VG Chartz / Xbox 360 / Nintendo GameCube / Console manufacturer / History of video games / Computer hardware / Power Architecture


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Document Date: 2012-10-23 13:36:02


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Company

Springer Science+Business Media B.V. / Netflix / Nielsen Company / Nintendo / Hulu / NPD Group / Sony Corporation / Microsoft / /

Continent

North America / Europe / /

Country

Germany / Japan / United States / Iceland / China / /

Currency

USD / /

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Event

Environmental Issue / M&A / /

Facility

Carnegie Mellon University / Electric Power Research Institute / /

IndustryTerm

consumer electronics / energy savings potential / video game software sales / physical media / Video game hardware / estimated total electricity usage / media playback / lower processing capability / retail / annual electricity consumption calculation / energy efficiency measures / web browsing / electronic entertainment services / ilimade@andrew.cmu.edu electricity / communication technologies / times electricity / greenhouse gas savings / least electricity / manufacturing cost / energy use / equivalent services / energy implications / residential electricity consumption / electricity use / large energy / energy efficiency improvements / console electricity consumption / manufacturing variability / energy / greenhouse gas emissions / residential energy consumption / annual electricity consumption / energy efficiency barriers / electricity / energy consumption / software sales / generation systems / retail sales / Electricity consumption / energy-saving modification / energy efficiency policy design / Internet Entertainment activity / entertainment media / e-offprint / Internet sources / media playback devices / electricity consumption increases / digital media / console energy consumption / game console electricity consumption / online/offline play / console electricity use / energy efficiency / electricity bills / high standby energy consumption / energy impacts / consumer electronic products / energy consumption estimates / individual devices / game console energy consumption / overall electricity consumption / focused on characterizing energy consumption / /

Organization

National Research Council / US Department of Energy / Natural Resources Defense Council / Energy Information Administration / Electric Power Research Institute / I. L. Azevedo Department of Engineering & Public Policy / Entertainment Software Association / Carnegie Mellon University / Pittsburgh / /

Person

Kimberley A. Mullins / Xbox / /

Position

date forward / current model / Author / accepted author / controller / /

Product

PS3 / Nintendo Wii / PlayStation 3 / Sony PlayStation / Sony PlayStation 3 / Sony PlayStation 2 / PlayStation 2 / /

ProvinceOrState

Rhode / Rhode Island / /

Technology

streaming media / communication technologies / /

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