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A Year in Review

Six years on from its foundation, Playing for the Planet continues to deliver on its mission to use the transformative power of video games to achieve real-world environmental impact. In 2025 alone, the initiative engaged over 235 million players with environmental themes through the Green Game Jam (and raised $284,000 for nature in the process). The Alliance published new research that showed developers how to effectively educate players about environmental issues through game design, informed by data from more than 58,000 players.

It delivered practical advice to games industry businesses aiming to decarbonise their companies, via tailored industry-friendly Net Zero target setting guidance and hosting 100 industry leaders at the Green Game Summit. Playing for the Planet also increased its impact by growing its membership, encompassing 56 members by the end of 2025, marking a 12% increase since 2024.

And most importantly of all, 2025 was the year where studios demonstrated that integrating green activations into their games positively impacted both the environment and their games. Games such as Honor of Kings and June’s Journey saw player engagement, social media traction, and even their revenue increase through their involvement in the Green Game Jam.

Alongside the successes of 2025, the Impact Report identifies areas for the Alliance to strengthen its industry leadership on environmental impact.

Net Zero targets present a mixed picture. While some companies are on track to reach their goals within an ambitious timeline, many businesses are pursuing cautious goals that may not reflect the extent of the climate challenge in front of us. It is important to support ambition by ensuring that the message behind reducing emissions remains positive, potent and fresh in the minds of studios.

Playing for the Planet must also continue to find new ways to grow its impact and deliver real-world results amidst a challenging economic situation and shifting political climate. Despite these challenges, the initiative demonstrated its ongoing value to its members through its programme of work, with a satisfaction score of 95% across the membership. This is testament to the strength of the movement, which has transformed an ambitious commitment to steer the games industry towards greater environmental action into a mature, global collective capable of delivering increasingly measurable impact.

2025 marked a turning point where the idealism and ambition of the Alliance evolved into a sustainable framework for long-term action. Cultivating this success ahead of 2030 will be crucial for Alliance members and for the hundreds of millions of players who are hungry for more opportunities to act.

Background

The Playing for the Planet Alliance, formed in 2019, aims to activate players globally to protect and restore our planet whilst accelerating decarbonization across the video games industry.

Founded by the United Nations Environment Programme (UNEP) with UKIE operating as the fiscal sponsor, Playing for the Planet’s vision is that of a collaborative video games community that holds itself accountable for a sustainable future and inspires people to make a positive impact on our planet.

2025 in Numbers

235 Million
Daily Active Users estimated to be engaged across 47 participating titles in the Green Game Jam, which went All in for Nature in 2025.
58,000
players engaged through our new research exploring the effectiveness of environmental activations in-game on player behaviour, written in collaboration with researchers from the University of Edinburgh, with the help of Wooga, Trailmix and SYBO.
590,502
impressions were achieved on our gamescom Epix quest, in which attendees learned more about the sustainability work of Bandai Namco, SEGA, and Xbox by scanning special QR codes across the show floor.
$284,486
raised for nature causes as a result of the jam’s impact, with participants including Ubisoft, Wooga, Rovio, Hipster Whale, Trailmix and more.
100
attendees came to our 2025 Green Games Summit in London, where leading practitioners from across the games industry, academia and civil society came together to share and encourage one another with new learnings, data, and guidance.
95%
of members said they were satisfied or very satisfied with their experience being part of Playing for the Planet in 2025, with 94% saying they would also be likely or highly likely to recommend membership to other industry organisations.
12
new members joining the Alliance in 2025, including Bold Donut, Dataspelsbranschen, EARTHwise, GameDistribution, Game Only, Poki, Strategies, Studio BlueGreen, Tencent Games, The Game Bakers, Video Games Poland, and Wizards of the Coast.
8
transition plans are now in active development among Playing for the Planet’s membership; this follows the Alliance publishing new target-setting guidance and its studio-tailored Carbon Calculator in 2025.
Case Study

Climate Station

Developed by Sony Interactive Entertainment (SIE) as part of its original commitments to Playing for the Planet, Climate Station launched as a free application for PlayStation 5 and PlayStation VR2 in June 2025, harnessing the unique power of the interactive medium to bring climate science to life.

Synthesizing data from the Intergovernmental Panel on Climate Change (IPCC), Climate Station condenses the seismic story of climate change into an immersive experience for anyone to play from the comfort of their home.

By bringing sophisticated climate science into the living rooms of millions, the project showcases how interactive entertainment can effectively foster climate awareness, education, and a deeper understanding of the urgent actions required to address the global crisis.

Play Climate Station

The Green Game Jam 2025

The Green Game Jam is an annual challenge open to studios who work on live games with existing audiences. Studios build into their games new content that engages players on environmental topics whilst working towards a collective goal.

2025's theme for the GGJ was 'Nature'. We chose this theme because nature is in crisis - one million of the world’s estimated 8 million species is under threat of extinction. Together with The Now Work, Playing for the Planet developed a campaign landing page that asked players to go All In for Nature, giving a statement of support that told us why they care about nature and why it should be protected.

Players were led to the page through in-game content from studios that focused on themes of conservation, wildlife, biodiversity, and teamwork.

2025 in Numbers

47
Games participated
235 million
Estimated Daily Active Users (DAU) engaged
71,000
Statements of support were made by players going all in for nature
9
Games were celebrated in the Green Game Jam awards, hosted in September 2025 at the Green Games Summit in London.
$284,486
Raised for nature causes as a result of the jam’s impact, with participants including Ubisoft, Wooga, Rovio, Hipster Whale, Trailmix and more.

How Alliance members participated in this year’s Jam

The Green Game Jam is supported by developers inside and outside of the Alliance. 10 Playing for the Planet members participated in the Green Game Jam 2025, all of whom had previously created at least one Green Activation before.

Results

By the campaign's end, All In For Nature had received 71,000 statements of support from players in 169 countries and 31 territories or principalities. Here's just a couple of our favourite messages from that number...

Gameduell
"I truly believe that when this type of campaign exists, promoting something so unique and positive, I still have and put all my faith in humanity and raising awareness around the world. Congratulations!"
Skat Treff Player
Wooga
“We need Playing For The Planet, Wooga, and all other environmentally concerned companies to keep up their work. We need everyone to take this matter seriously.”
June's Journey Player
Supercell
"I maintain a wildflower garden, live in a neighbourhood where mature trees are cherished, love hearing the birds singing. I want my grandchildren to also have access to enjoy these when they are adults."
Hay Day Player
SYBO
“Nature has been a source of wonder, fascination, and inspiration to me since I was a child. Growing up and seeing it under threat, and how it affects us, I wish I could do more to help preserve it.”
Subway Surfers Player
Rovio Entertainment
“Nature, animals all creatures are interdependent. If we do not become part of the solution, then we are part of the problem.”
Angry Birds Friends Player

Participants also fundraised for one of three conservation projects managed by Playing for the Planet member Studio BlueGreen. Though it was not the primary aim of the campaign, members raised a total of $284,486.64 to support Studio BlueGreen’s selected projects, as well as other conservation organisations individually selected by participating studios.

Playgama
Watermelon Suika
Modern Community
Project Makeover
Little Singham Cycle Race
T20 Cricket Champions 3D
Elowyn: Quest of Time
Art of Puzzles
Out and About
June's Journey
Klondike Adventures
Monument Valley 3
Just Dance 2025 Edition
Hungry Shark World
Hungry Shark Evolution
Riders Republic
Idle Miner Tycoon
Prince of Persia: The Lost Crown
Longleaf Valley
Love & Pies
Honor of Kings
Fishing Clash
World of Us
Subway Surfers
Hay Day
Hotel Hideaway
Habbo
Imagine Earth
Garden Joy
Angry Birds Friends
Angry Birds Dream Blast
Best Fiends
My Talking Hank: Islands
Orna: The GPS RPG
Top Eleven 2025
Matchington Mansion
Sweave
Shop Titans
Crossy Road
GamePoint Bingo
Rommé Treff
Skat Treff
Moonwakers Episode 01
E-Line Media
Drive Ahead
i Bee Xploring
Wordopia: Candy Word Search
Snake Run: Epic Race 3D
Jam Spirit Award
Subway Surfers
UNEP’s Choice Award
June's Journey
Player's Choice Award
Hay Day
Trailblazer Award
Honor of Kings
Media's Choice
Orna: The GPS RPG
Google's Choice
Longleaf Valley
Call to Action Award
June's Journey
Best Small Studio
Longleaf Valley
Best Newcomer
Crossy Road
Case Study

June’s Journey

Wooga’s Nature Trails campaign within June’s Journey introduced four live ops events set in East Africa, which introduced players to local flora and fauna. The campaign had a 73% satisfaction rate amongst players, increased live ops participation by 11%, and generated 25% more revenue than initially forecasted, with 25,000 trees planted and 800,000 ft2 of wildlife habitat protected through player engagement.

Full Case Study →
Case Study

Honor of Kings

Two in-game events (Protect Nature, Protect All Life and Match for Green) introduced a rare species collection feature, a social mini-game, and a new skin. Player participation contributed to the purchase and retirement of 28,000 metric tons of high-integrity carbon credits across four forest conservation projects in Indonesia, Malaysia, and Brazil. With a 90% engagement rate overall, the campaign received 69% higher social media buzz than other major IP collaborations and saw one player attempt the mini-game 572 times in a single day. Meanwhile, 87% of players said they’d be more likely to take action for nature as a result of playing the event.

Full Case Study →
Case Study

Rummy Fun and Skat Treff

GameDuell ran a campaign to inform players of damage to rainforests, nature and endangered species in two of its popular card games. It educated players about issues, prompted knowledge through trivia quizzes and sold in-game content to support preservation. Daily player engagement grew by 25.9% in Rummy Fun compared to previous events and 22.6% within Skat Treff. It generated 11,775 statements of support for the environment. GameDuell also donated €12,500 to support the protection of 80,000sqm of rainforest following the campaign.

Full Case Study →

Decarbonisation

Every year, the Alliance surveys its membership to understand its progress on decarbonisation. The results of the survey guide the Alliance’s activity by informing it of progress on its agenda so far, helping it to understand how it serves the needs of its different-sized members, and offering guidance on areas Playing for the Planet should focus on in the future.

This year, 86% of members responded to our survey exploring whether their game businesses have set decarbonisation targets, how they’re measuring progress, and whether they are on track to hit their goals.

Five members did not respond to the reporting process, either because they were unable to submit their data due to a lack of capacity or because they were leaving the Alliance. Given their size and carbon significance, Associate Members are not included in this section of the survey. 

Carbon accounting is the process of measuring, tracking, and reporting on emissions produced by a business across its supply chain. The Alliance continues to see progress on measurement, with a 9 percentage points increase in members who are conducting carbon emissions accounting year-on-year compared to 2024.

This reflects the increasing knowledge and maturity across the membership on acting to reduce carbon emissions and as a result of support from tools provided by the Alliance and ongoing support offered to studios.

All of the larger Alliance members (>5,000 staff) report annually, and Playing for the Planet partners with those who are not measuring (many of them small and medium-sized members) to steer them towards a year-on-year cadence via tools available such as Playing for the Planet’s Carbon Calculator.

Number of members reporting on Scope 3 emissions by category

Scope 3 emissions are defined by the Greenhouse Gas (GHG) Protocol as indirect emissions that occur in the upstream and downstream activities of an organisation. This includes activities such as business travel, purchasing goods, waste disposal, investment and more. 70% of Alliance members calculate their Scope 3 emissions. Of the remaining members who do not calculate their Scope 3 emissions, 88% are small studios.

In comparison to other categories, Scope 3, Category 11, Use of Sold Products, is still largely underreported. This is despite the fact that the category typically represents the biggest source of emissions for many studios and publishers.

Playing for the Planet is working to scale up support for studios to undertake full Scope 3 emissions accounting, with a focus on measuring Use of Sold Products and Purchased Goods as high-impact areas for the industry.

Overall, 46.1% of Alliance members have set a Net Zero target for their game business – the same percentage as 2024.

Results for 2025 show that there is still a gap in the membership around Net Zero targets, with a significant number of members without Net Zero targets, and several extending their timeline for Net Zero transition.

This is largely a result of smaller studios of under 100 staff shifting their commitments, while the larger studios are retaining their goals.

All larger members (defined as businesses with more than 5,000 staff) have committed to reaching Net Zero or carbon neutrality, while 54.5% of those who haven’t got a target are smaller studios.

Playing for the Planet has recently published science-based target-setting guidance to encourage and support all members to commit to a dated Net Zero target, particularly those with no targets or only carbon neutral targets, and the initiative aims to increase engagement with smaller studios via a workshop to support further target setting.

Progress towards reducing carbon emissions

Historically, members have been asked to self-report on whether they are on track to meet their emission reduction targets. Playing for the Planet is implementing a new accountability process to independently assess how our members are doing.

These new Member Trackers process will offer an authentic, data-driven overview of each member’s decarbonisation status to enhance accountability and progress on this agenda. This is scheduled to roll out in 2026.

Publicly validated transition plans

Amongst Alliance members:
16.7%
have a public, validated transition plan in place.
26.7%
have one in development.
56.7%
do not have a transition plan in place.

Public, validated transition plans provide transparency and purposeful accountability for businesses reducing their carbon emissions. Following the publication of our Net Zero Target Setting guidance, we asked members about their transition plans for the first time in 2025.

Transition planning is still relatively nascent across the membership. With the EU’s CSRD regulation reducing the scope of companies that fall within its requirements, transition planning has likely fallen down the priority list.

The initiative will continue to encourage medium and larger sized studios to adopt transition plans moving forward, with a view towards informing sector-wide transition guidance so that this becomes best practice across the sector.

Offsetting

The Alliance believes that high-quality carbon credits play a role in mitigating the effects of climate change, but should not act as a substitute for focused action by businesses to reduce emissions.

In 2025, 33.3% invested in voluntary carbon offsets or removals in 2025. 66.7% did not invest in voluntary carbon offsets or removals in 2025.

These responses are consistent with observations across the sustainability space, where focus has shifted in recent years from carbon neutrality achieved through offsetting, towards Net Zero and a prioritisation of emissions reductions across Scopes 1, 2 and 3.

Case Study

Ubisoft

Ongoing innovations in energy efficiency, such as the rollout of new tools like Power Saver for PS5 from Sony Interactive Entertainment, are gaining momentum as an increasingly effective approach for the industry to reduce the associated emissions of gameplay.

Separately, in Star Wars Outlaws™, Ubisoft developer Massive Entertainment was able to reduce the game’s framerate to 1 FPS in the pause menu without any noticeable compromise, shrinking its energy draw to just 18 - 20% of total available power.

These results were achieved via support from the Xbox Sustainability Toolkit, a set of free developer tools and resources designed to help measure and reduce the energy consumption of games published on Xbox platforms.

Full Case Study →

Associate Members

Playing for the Planet’s 15 Associate members (regional development groups, industry trade associations, and non-profit organisations) play an important role in promoting the Alliance to the industry beyond its core developer, publisher and platform membership.

This year, 80% of the Alliance’s Associate Members responded to our survey to share their actions and achievements from 2025, and how they supported the work of the Alliance through their membership.

Supporting the 
Green Game Jam

Playing for the Planet’s network of Associate Members promoted the Green Game Jam to their networks of game developers.

83

83.3% promoted the Green Game Jam launch
through their communication channels.

8

8.3% directly recruited new participants to the GGJ.

25

25% shared results and outcomes from the
GGJ on their communication channels.

Driving member recruitment

Our Associate Members also actively supported the expansion of the Alliance through promotion, advocacy and sponsorship of its work.

17

16.7% organised a sustainability event with their network to introduce the Alliance and its work.

25

25% shared about the Alliance in one-on-one
conversations with members.

33

33.3% sponsored Playing for the Planet to speak at one of their industry events.

Highlights from our Associate Members

Neogames
mapped the Finnish game industry’s footprint and produced a memo to support the industry's work towards lower emissions.
Dataspelsbranschen
Sweden’s video game trade association, launched Invest in Change, a new half-day event dedicated entirely to issues surrounding games and sustainability, which took place in November 2025.
Game
Germany’s video game trade body, supported the Alliance’s goals at gamescom in Cologne, through the gamescom goes Green initiative for businesses and the Epix Quest consumer-focused campaign.
IDEA
Italy’s trade body for games, organised The Power of Play, an international event exploring the social, educational and cultural impact of video games. Sustainability was one of the six themes of the festival, with the Alliance contributing to the agenda.
IGEA
the body representing Australia and New Zealand’s games industry, curated a Green IGEA Newsletter that went out directly to its members.
Games for Change
was able to reduce its reliance on printed single-use signage materials by replacing them with digital signage that can be updated and reused indefinitely.
Video Games Poland
organized the Beyond Buzzwords panel exploring “What Sustainability Really Means in Gaming” at the Digital Dragons conference, with representatives from Playing for the Planet, Tencent, 11 bit studios and SSW.
Ukie
continued to support Playing for the Planet as its fiscal and administrative sponsor to facilitate its work as an initiative.

What’s Next

Playing for the Planet has four main aims for 2026:

Player Engagement

The Alliance will continue its mission to activate players globally to protect and restore our planet. Much of this work will come through the Green Game Jam, which this year will keep the spotlight on nature through the theme ‘Reefs and Rainforests.’ Whilst the Green Game Jam will focus on fundraising as an outcome, it will also guide studios to deepen players' knowledge of the subject matter and build a sense of community to meet its goal.

‍Artificial Intelligence

The Alliance will provide guidance on the environmental impact of AI within game businesses. Playing for the Planet will run workshops to engage members on the use of AI in their businesses, develop a working paper to inform the Alliance’s thinking and develop formal guidance later in the year.

‍Decarbonisation

The Alliance will expand on its decarbonisation work to deliver decarbonisation at scale. In 2026, Playing for the Planet will focus on strengthening member commitments and measurable decarbonisation efforts, including through energy-efficiency optimisations.

‍The Green Games Summit

The Green Games Summit will return in September 2026, exploring the theme of Building Resilience for People and the Planet. As the industry navigates the changes and challenges that lie ahead, leaders from across video games and tech will come together to deep dive into how we can harness games as a medium to build resilience and unlock a new set of possibilities for current and future generations.

Join the Mission

Playing for the Planet is always seeking new members who are committed to decarbonising their game businesses and activating players to take action on the environment

Acknowledgements

This Impact Report was commissioned by Playing for the Planet and covers the calendar year 2025.

We would like to thank the following members for their contributions to this report:

Playing for the Planet Advisory Council (2025)

  • Jennifer Estaris
  • Paul Flanagan, CM Games 
  • Alan Gershenfeld, E-Line Media
  • Mathias Gredal Nørvig, SYBO 
  • Amit Khanduja, Reliance Games 
  • Sudheer Maremanda, Microsoft
  • Kieren Mayers, Sony Interactive Entertainment (Co-Chair) 
  • Pietari Päivänen, Supercell 
  • Trista Patterson, Microsoft (Co-Chair)
  • Sophie Pendaries, Ubisoft 
  • Gautam Shah, Internet of Elephants
  • Daniel Wood, Ukie