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Games and energy: Profiling power usage during play

Tutkimustuotosvertaisarvioitu

Standard

Games and energy : Profiling power usage during play. / Salmela, Jussi Matti; Thanisch, Peter; Sotamaa, Olli; Niemi, Tapio.

MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services". Association for Computing Machinery, Inc, 2014. s. 192-199.

Tutkimustuotosvertaisarvioitu

Harvard

Salmela, JM, Thanisch, P, Sotamaa, O & Niemi, T 2014, Games and energy: Profiling power usage during play. julkaisussa MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services". Association for Computing Machinery, Inc, Sivut 192-199, Tampere, Suomi, 4/11/14. https://doi.org/10.1145/2676467.2676488

APA

Salmela, J. M., Thanisch, P., Sotamaa, O., & Niemi, T. (2014). Games and energy: Profiling power usage during play. teoksessa MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services" (Sivut 192-199). Association for Computing Machinery, Inc. https://doi.org/10.1145/2676467.2676488

Vancouver

Salmela JM, Thanisch P, Sotamaa O, Niemi T. Games and energy: Profiling power usage during play. julkaisussa MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services". Association for Computing Machinery, Inc. 2014. s. 192-199 https://doi.org/10.1145/2676467.2676488

Author

Salmela, Jussi Matti ; Thanisch, Peter ; Sotamaa, Olli ; Niemi, Tapio. / Games and energy : Profiling power usage during play. MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services". Association for Computing Machinery, Inc, 2014. Sivut 192-199

Bibtex - Lataa

@inproceedings{09c5318cf83c42078bd3fe89dab578b2,
title = "Games and energy: Profiling power usage during play",
abstract = "Computer gaming is a globally growing industry, with hundreds of millions of gaming-capable computers consuming an ever increasing amount of energy. Several of the world's most popular computer games tend to make a heavy use of computers' central processing units and/or graphics processing units. When such games execute on typical computers, for much of the time those components are kept in high energy-consuming states, regardless of what is happening in the game. We analyze this pattern of energy usage and we assess the scope for economizing on energy. The results presented also give insight into the energy implications of the hardware platform and operating systems used for hosting such games. We use the results to provide practical suggestions to both the industry and the gamers. Copyright is held by the owner/author(s). Publication rights licensed to ACM.",
keywords = "Computer games, Energy measurement",
author = "Salmela, {Jussi Matti} and Peter Thanisch and Olli Sotamaa and Tapio Niemi",
year = "2014",
month = "11",
day = "4",
doi = "10.1145/2676467.2676488",
language = "English",
pages = "192--199",
booktitle = "MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: {"}Media Business, Management, Content and Services{"}",
publisher = "Association for Computing Machinery, Inc",

}

RIS (suitable for import to EndNote) - Lataa

TY - GEN

T1 - Games and energy

T2 - Profiling power usage during play

AU - Salmela, Jussi Matti

AU - Thanisch, Peter

AU - Sotamaa, Olli

AU - Niemi, Tapio

PY - 2014/11/4

Y1 - 2014/11/4

N2 - Computer gaming is a globally growing industry, with hundreds of millions of gaming-capable computers consuming an ever increasing amount of energy. Several of the world's most popular computer games tend to make a heavy use of computers' central processing units and/or graphics processing units. When such games execute on typical computers, for much of the time those components are kept in high energy-consuming states, regardless of what is happening in the game. We analyze this pattern of energy usage and we assess the scope for economizing on energy. The results presented also give insight into the energy implications of the hardware platform and operating systems used for hosting such games. We use the results to provide practical suggestions to both the industry and the gamers. Copyright is held by the owner/author(s). Publication rights licensed to ACM.

AB - Computer gaming is a globally growing industry, with hundreds of millions of gaming-capable computers consuming an ever increasing amount of energy. Several of the world's most popular computer games tend to make a heavy use of computers' central processing units and/or graphics processing units. When such games execute on typical computers, for much of the time those components are kept in high energy-consuming states, regardless of what is happening in the game. We analyze this pattern of energy usage and we assess the scope for economizing on energy. The results presented also give insight into the energy implications of the hardware platform and operating systems used for hosting such games. We use the results to provide practical suggestions to both the industry and the gamers. Copyright is held by the owner/author(s). Publication rights licensed to ACM.

KW - Computer games

KW - Energy measurement

UR - http://www.scopus.com/inward/record.url?scp=84963995284&partnerID=8YFLogxK

U2 - 10.1145/2676467.2676488

DO - 10.1145/2676467.2676488

M3 - Conference contribution

SP - 192

EP - 199

BT - MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services"

PB - Association for Computing Machinery, Inc

ER -