Streaming Challenge

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In this playful and reflective activity, young people calculate and visualise the ecological footprint of their streaming habits. By comparing data, discussing results and imagining more sustainable alternatives, they develop a concrete understanding of how digital lifestyles affect the environment and what individual and collective action can look like.

Goals

  • Foster practical understanding of how digital devices are built
  • Strengthen confidence and problem-solving skills through hands-on repair
  • Encourage awareness of sustainability and the value of extending product lifespans
  • Promote critical thinking about design, consumer rights, and planned obsolescence

CO2 Calculators

You will need a CO₂ calculator or prepare comparative data (streaming, music, gaming)



Steps

Introduction

Everyone estimates how many hours per week they stream.

Group work

Groups calculate their ‘streaming footprint’ using simple CO₂ values (e.g. 1 hour HD ≈ 150 g CO₂)

Discussion

Make the results visible (e.g. comparison with car travel).

Explanatory Data

  • Producing a smartphone of 140 g demands about 700 MJ of primary energy.
  • Producing a smartphone generates in France 400 times more emissions than its utilisation.
  • If a person uses a smartphone from the age of 10 to the age of 80 and it is replaced every two years, the result is the equivalent of 200,000 km travelled by train
  • Around 80 % of internet taffic is caused by streaming.

Source: The Shift Project, 2019


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Creative task

Groups consider how streaming could be made more climate-friendly (lower quality, watching together, providers with green electricity).


Reflection

Presentation (15 minutes)

  • Would I have to give it up completely or is conscious action enough?’
  • What surprises did you find in your carbon footprint?
  • Which measures do you think are realistic in everyday life?
  • What responsibility lies with users – and what responsibility lies with providers and politicians?



Variations

  • Cooperation with experts: Invite local repair cafés, FabLabs or tech-savvy people to act as mentors.
  • Mini version: Only cables & chargers – quicker sense of achievement.
  • Long version: Create a ‘repair tutorial’ (video or poster) that other young people can use.

References

Reinhard, J.; Ramesohl, S.; Schmidt, S. (2024). Vodafone Institute for Society and Communications (2020). Circularity as the Service. Zukunftsbild Smartphone: Wege zur Kreislaufwirtschaft. Vodafone Institut für Gesellschaft und Kommunikation. Berlin. https://www.vodafone-institut.de/wp-content/uploads/2024/06/kreislaufwirtschaft-smartphone.pdf, accessed 05/05/2025

The Shift Project (2019). Lean ICT: Towards digital sobriety – Report of the Working Group directed by Hugues Ferreboeuf for the Think Tank The Shift Project. March 2019. Retrieved from: https://theshiftproject.org/wp-content/uploads/2019/03/Lean-ICT-Report_The-Shift-Project_2019.pdf


Handbook: More than Go with the Flow

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Time 45-60 minutes

Material Standard, CO2 Calculator

Group Size 5-25 people

Keywords digitalisation, environment, media



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