Ethical Consumer

Ethical Consumer

Games consoles - free ethical shopping guide

   

This is a free buyer's guide from Ethical Consumer, the UK's leading alternative consumer organisation. We research the social and environmental records of companies.

 

More detailed versions of this guide are available. See the links at the bottom of the page.

   

Best Buys as of November 2009

Best Buys logo


As our ratings are constantly updated, it is possible that company ratings on the ethiscore website may have changed since this report was written.


In terms of energy use, the Nintendo Wii and DS are significantly better than the others. Nintendo also scores highest on our table.
However, it scores worst across all our policy categories and in the Greenpeace Greener Electronics rating.

Sony comes out best on policies but not on energy use.


Brand
Rating
Nintendo DS7.5
Nintendo Wii7.5
Microsoft Xbox6.5
Sony PlayStation6
Sony PSP6

The higher the rating the more ethical the brand. This whole scorecard was last updated from our database on 25 May 2010 but some individual company ratings may have changed since then. Up to the minute information can be seen by subscribers using Ethiscore.
Learn more about our ratings.

Games Consoles: No Consolation

In the clash of the consoles, who will play nicely and who will play dirty? Jane Turner enters the fray.

This report covers the main three home console (Wii, Xbox, PlayStation3) and handheld console (DS and PSP) manufacturers – Sony, Microsoft and Nintendo.


Core video gamers are no longer just teenage boys and young men. The Nintendo Wii and DS with its sports, fitness and brain training games has ushered in a sea change attracting girls and older players, and encouraging people to play together. In 2008, the market was worth £2.7 billion with 10 million handhelds and over 30% of households owning a home console. More money was spent on video games than on the cinema, music, nightclubs or spectator sports. The Wii leads the market followed by Xbox with the PS3 being the choice for the hardcore gamer. For handhelds, the DS is the most popular choice.


Greener Electronics

In Greenpeace’s latest ranking of electronics companies according to their policies on toxic chemicals, recycling and climate change, the games consoles companies were ranked like this:

Rank Company Points out of 10
12 Sony 4.5
15 Microsoft 2.5
18 Nintendo 1

For comparison, Nokia was at the top of the table with 7.45.

Nintendo remains in last place but with an increased score, up from 0.8 points in the last version, for putting on the market games consoles whose internal wiring is PVC-free. The company has banned phthalates and is monitoring use of antimony and beryllium and although it is endeavouring to eliminate the use of PVC, it has not set a timeline for its phase out.

Microsoft stays in 15th position but its score drops from 2.7 to 2.5 points, as it loses a point for failing to provide explicit support for Individual Producer Responsibility. On other e-waste criteria, Microsoft fails to score any points.

Sony drops from 5th to 12th place with a reduced score of 4.5, down from 5.5. It loses points on: the precautionary principle criterion; for setting a timeline beyond March 2011 for eliminating PVC and brominated flame retardants (BFRs) in mobile products only; for failing to support Individual Producer Responsibility; for failing to extend its voluntary e-waste take-back and recycling programme beyond North America and for weak support for the levels of cuts in greenhouse gas emissions needed.


Clash of the consoles

As part of it Greener Electronics campaign, Greenpeace has published a separate website focussing on games console manufacturers toxic ingredients and e-waste.

Surprisingly, none of the games console companies make a console free of the worst toxic chemicals. This is in contrast to PC makers, who are already selling some models without toxic chemicals like BFRs and PVC. Greenpeace is campaigning to see a games console completely free of these toxic chemicals on the market.

In 2008, Nintendo’s Wii, Sony’s PlayStation 3 and Microsoft’s Xbox 360 Elite were sent to the lab and tested for hazardous chemicals. The analysis, published in Greenpeace’s report, ‘Playing Dirty’, detected the use of hazardous chemicals and materials such as polyvinyl chloride (PVC), phthalates, beryllium and bromine (indicative of brominated flame retardants – BFRs).

BFRs do not break down easily and build up in the environment. Long-term exposure can lead to impaired learning and memory functions. They can also interfere with thyroid and oestrogen hormone systems and exposure in the womb has been linked to behavioural problems.
Components of the Xbox 360 and the PlayStation 3 also contained high levels of phthalates, one of which – DEHP – is known to interfere with sexual development in mammals including humans and, especially, males.

But the tests also showed that each manufacturer had avoided or reduced uses of individual hazardous substances in certain materials within their consoles. For example, the Nintendo Wii managed quite well without using beryllium in its electrical contacts and use of PVC and phthalates was limited. The PlayStation 3, meanwhile, included ‘bromine-free’ circuit boards and the Xbox 360 used fewer brominated materials in its housing materials.

Ironically, despite being used for playing games, games consoles are not classified as toys. If they were, existing EU legislation concerning the use of hazardous chemicals in toys and childcare articles would mean that these games consoles simply couldn’t be sold at all in the EU market!

Games consoles also contribute towards the fastest growing type of waste – e-waste. Once they’ve reached the end of useful life, games consoles are often dumped and end up in unsafe and dirty recycling yards in developing countries, where toxic contents harm both the environment and the health of workers.

You can write to Nintendo, Sony or Microsoft (or even all three!) and let them know what you expect of them in making their products cleaner and greener.
Go to www.greenpeace.org/international/clashoftheconsoles/


Energy Use

When Greenpeace tested the home consoles in idle mode it found that the Nintendo Wii had the lowest energy use with 15w whereas the Xbox consumed 97w and the Sony PS3 128w.

During gaming, a US report from November 2008 found that the Wii used 16w, Xbox 119w and the PlayStation3 150w. Differences were due to the fact that the Xbox and Playstation use high-end 3-D graphics that require more power to generate. These two machines have power-down options disabled by default.

On top of the home console itself there is the energy consumption of the TV to add to a gamer’s carbon footprint.

For handheld consoles, the PSP uses more energy because it can play movies and MP3s and uses high-end graphics unlike the DS which only plays games.
Users can reduce energy consumption by turning the consoles off after playing and not using home consoles to play DVDs. Games consoles playing DVDs use as much as 24 times the power of a stand-alone DVD player. You could also use a solar-powered or wind-up gadget to charge your DS or PSP.

Energy Star standards, the US energy efficiency certification, will become effective for consoles on July 1st 2010. To receive the Energy Star seal, consoles will have to use less than one watt of electricity during off mode, and less than five watts during sleep or auto-off mode. They will also have to power down to sleep mode after an hour of inactivity.


Safer children in a digital age

Graphically violent games like Manhunt 2 have helped sustain a backlash towards video games. As a result The Byron Review was commissioned by the government to regulate retail sales of certain games to kids. Among the report’s recommendations are:

  • A uniform classification system
  • That consoles and computers are kept away from children's bedrooms, moving to the living room so parents can check the content
  • Stricter rules on the way video games are advertised
  • Age ratings should be made obvious on billboards and adverts
  • Commercials for adult titles should not appear in magazines aimed at the under-18s.

MakeITfair in China

Both Microsoft and Sony were criticised by the makeITfair campaign for labour rights abuses at their suppliers in China. Findings included mandatory overtime, unhealthy working conditions, no union, disciplinary wage reductions and wages insufficient for a decent standard of living.(4)

Nintendo was not mentioned in the report but outsources all of its production and assembly. It did not have a supply chain policy, but it did mention in its CSR Report 2008 that it had found problems at some of its suppliers in China relating to working hours and the need to “enhance enrichment opportunities”.


Games software

Only three major companies make the consoles, and these are featured on the table. But there are hundreds of companies developing and publishing the actual games software. The leading publishers are based in the USA, France and Japan and include the console makers Sony, Microsoft and Nintendo.

Most of the publishing companies, companies like Electronic Arts, SEGA, and Activision, just develop and publish games. Only a handful have fingers in other pies. Vivendi, for example, also owns water, telecommunications and music companies. Most of the publishers would receive a similar ethiscore rating with not much to differentiate them. The exceptions are Sony, Microsoft, Nintendo, Vivendi and controversial publisher, Take Two.

Whilst all of the publishers release violent games, Take Two has attracted the most criticism, especially for its Grand Theft Auto games in which you are rewarded for killing policemen and running over pedestrians. The San Andreas version of Grand Theft Auto had to be re-rated to 18+ after it was discovered that pornographic content could be accessed by downloading a modification online.Take Two is also responsible for the much-criticised murder simulator Manhunt and a new game called Bully in which one pupil kicks another while a third watches.


Natural teachers

Studies have shown that video games can have positive effects.(11) Children find them highly motivating; by virtue of their interactive nature, children are actively engaged with them; they provide repeated practice; and they include rewards for skillful play. People can learn spatial and visual attention skills from video games whilst educational software can improve academic achievements.(11)

Given the fact that video games can have several positive effects, it should come as no surprise that they also can have negative ones. Research has documented negative impacts of video games on children's physical health, including obesity, video-induced seizures and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, and carpal tunnel syndrome.(11) However, these effects are not likely to occur for most children. The research to date suggests that parents should be most concerned about two things: the amount of time that children play, and the content of the games that they play.(11)


Violence begets violence?

Although the video games industry is at pains to deny the link between its products and real world violence, many studies have shown that playing violent games has a positive correlation with antisocial and aggressive behaviour (most researchers define violence in games as when the player can intentionally harm other characters in the game).(11) Content analyses show that a majority of games contain some violent content, more often than not described as 'mild violence' or 'mild cartoon violence'.

And about half of those include violence that would result in serious injuries or death. The most violent games are the 'first-person shooter games' (i.e. games which put the player in the killer's role such as Doom and Medal of Honour). The industry says that these type of games have older age ratings and are not intended for children, but US studies have shown that children of 7 have been sold 'M rated' games (see later).

Looking across the dozens of studies that have now been conducted on violent video games, there appear to be five major effects. Playing violent games leads to increased physiological arousal, increased aggressive thoughts, increased aggressive feelings, increased aggressive behaviours, and decreased prosocial helping behaviours.(11) In a 22nd March 2000 interview on ABC Television, lawyer Jack Thompson alleged that the killers at Columbine High School scanned yearbook pictures into the video game Doom. This allowed them to shoot at images of their classmates within the game - a simulation that turned into a tragic reality. Jack Thompson represents families who are suing Id Software Inc. and other companies for being accessories to mass school shootings.(12)


Game over

Research shows that parents have an important role. Children whose parents limited the amount of time they could play and also used video game ratings to limit the content of the games do better in school and also get into fewer fights.(1) Regarding limiting the amount, the American Academy of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use). This means seven to 14 hours per week total. In 2004, the average US school-age child spent over 37 hours a week in front of a screen (nine of them on video games, although the average for boys is much higher than for girls).(11)


Playstations for peace

With the majority of games containing some kind of violence, finding a non-violent game can be difficult.

Educational games

Called 'edutainment' in the games industry, these are the safest bet but there are virtually no educational games available for consoles, although there are many made for computers. Publishers of edutainment, like Dorling Kindersley and BBC Multimedia, do not publish violent games.

Sports and puzzles
Sports games, simulation games (like Virtual Pets), chess games, racing games and arcade puzzle games like Tetris are other non-violent options. Football games are usually in the top 5 best selling video games. Most of these games are published by the mainstream companies alongside their 'shoot 'em up' titles.

Animal rights games
Steer Madness is an animal rights themed video game for the computer published by independent company Veggie Games in 2004. Described as 'Grand Theft Auto' meets 'Chicken Run', Bryce the steer has recently escaped from the slaughterhouse and needs your help to liberate all the animals in the city and replace all meat products with tofu. It used to be sold by Viva! but we can't find a stockist for the game anymore.

Steer Madness was runner up in PETA's 2004 Progressive Awards in the category of best animal friendly video game. The winner was Whiplash, a game published by Eidos (who also publish the violent Tomb Raider). Whiplash features a shackled animal duo on a mission to escape and sabotage an animal-testing corporation. It is rated Teen by the ESRB with a 'mild violence' descriptor and 7+ by PEGI. Whiplash is available from Amazon for PlayStation 2 and Xbox..

Christian games
There are also Christian video game developers, like Digital Praise. Their 'Adventures in Odyssey' games (for ages 8+) are not overtly religious, and they don't apparently push any particular set of beliefs except basic goodness. Buy them online from www.digitalpraise.com.

Serious games
Lastly, there are so-called 'serious games', many of which have a progressive, environmental or political message. They are all played online on a computer.
The BBC hosts Climate Challenge, a game where you are president of the European Nations. You must tackle climate change and stay popular enough with the voters to remain in office.
Eco Creatures is a Nintendo DS game where you have to defend a forest from encroaching industrialization. The game is sponsored by the World Wildlife Federation.
There are various eco games on the Greenpeace website.
UNICEF also have a games website at where you can find 'World Heroes', in which players must lead UNICEF on a relief mission.
The goal of the video game 'Madrid' by newsgaming.com is to pay homage to the victims of the Madrid terror attacks. The Guardian described newsgaming as SimChomsky.
Also check out tropicalamerica.com, activismgame.com and watercoolergames.org.


Ratings on the games boxes

In the UK, under a voluntary scheme, video games are given an age rating by the software publishers. The PEGI age bands are 3+, 7+, 12+ and 16+ and 18+. This age rating may be accompanied by one of six symbols describing the content of the software &emdash; violence, drugs, sex, fear, discrimination or bad language. You can search the PEGI online database to see what rating a particular title has and who publishes it. The USA operates a different voluntary system run by the ESRB.

Unlike the PEGI system, the ESRB ratings are not decided by the software publishers but by independent raters, although the ratings are based on footage submitted by the publisher. There are currently 6 ESRB rating symbols (EC - Early Childhood 3+; E - Everyone 6 +; E10+ - Everyone 10 and older; T - Teen; M - Mature; AO - Adults Only) and over 30 different content descriptors that refer to violence, sex, language, substance abuse, gambling, humour and other potentially sensitive subject matters.

The ESRB ratings system seems more stringent that the PEGI system. For example, 'Spyro the Dragon- Enter the Dragonfly' is rated 3+ over here but 6+ in the USA. The ESRB website is also more useful to parents who want to only choose games with a certain rating. You can search the ESRB website by ratings and content descriptors ie. you can search for only games with an EC rating which do not have 'mild cartoon violence' as a content descriptor.

Independent ratings

  • MediaWise provides information about the impact of media (TVs, videos, video games) on children, and "gives people who care about children the resources they need to make informed choices". MediaWise is a initiative of the US National Institute on Media and the Family, a non-profit organization.
    Their Video Report Cards list '10 games to avoid for your children and teens' and '10 recommended games for children and teens'. Because it is a US website, be aware that the recommended games include American football games. Their website also includes tips for parents when choosing a game and tips for appropriate game playing.

What's wrong with toys of violence?

By Sue Spencer (from Christian Peacemaker Teams at www.cpt.org)

  • They do not engage our children and young people in our struggles to maintain peace.
  • They desensitize children to the results of violence &emdash; pain, crippling and death.
  • They endorse violence as a way of solving problems.
  • They do not help develop reasoning or verbal skills.
  • They require no imagination or creativity. A pull of a trigger or push of a button takes care of any problem.
  • They reverse the positions of the normal virtues and vices: they downgrade patience, compassion and the spirit of cooperation, while upgrading quick-trigger responses, aggressiveness and hate.
  • They blur the distinction between things and people, especially the current hybrid or robot toys that "convert" from warriors into rocks and vehicles and back into warriors again.
  • They endorse dealing with any beings who are "different" from us with violence.
  • They increase children's desires for real guns, knives, rifles, etc.
  • They do not reflect today's realities in the following ways:
    • they do not (cannot) convey the degree of danger posed to all humankind if or when it forsakes negotiation and resorts to all-out violence.
    • they do not indicate that our military might is supposedly subservient to politics.
    • they make war seem exciting and fun.
    • they equate survival with attacking, winning, and being dominant. In actuality, survival may well depend upon compromise and cooperation.

Links and references

  1. Guide to Greener Electronics
  2. Clash of the Consoles
  3. Byron Review
  4. ‘Playing with Labour Rights – Music player and game console manufacturing in China’ – makeITfair
  5. Greenpeace games for PCs
  6. MediaWise - www.mediafamily.org - US group which produces Video Game Report Cards.
  7. PEGI online database - UK age ratings and game descriptors
  8. ESRB website - www.esrb.org - searchable website for US age ratings and content descriptors.
  9. 'Chicks and joysticks - an exploration of women and gaming' ELSPA report September 2004. Download as a pdf
  10. 'Violence is Not Child's Play' campaign aimed at congregations, meetings or groups to challenge retailers marketing violence to children , run by US Christian Peacemaker Teams, a project of North American Mennonite and Church of the Brethren congregations and Friends meetings. www.cpt.org/violent_toys/play.php
  11. Video Game Report Card 2004 - MediaWise (www.mediafamily.org/research/2004_VGRC.pdf)
  12. Parents Previews website - www.parentpreviews.com
  13. Report on 'Virtual Boy' product by Stanford University: 14 May 2001

 



   

Download the Games Consoles report in PDF format for £3. This research report pdf contains a more detailed ratings table, plus all the company stories behind the ratings and details of company ownership.

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