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  1. Oct 28, 2024 · 32,300 people were working full-time in the video game industry in Canada in 2021. 36% of the industry’s jobs are with just 1% of the companies. Around 94% of Canadian companies in the video game industry have less than one hundred employees. The number of video game companies in Canada increased by 35% between 2019 and 2021.

  2. Jan 10, 2024 · Hours spent on playing video games per week in Canada as of September 2024. Weekly time spent on video gaming in Canada 2022-2022. Average weekly time spent on video games according to child and ...

    • 2.3 Employment
    • 3. Economic Impact
    • 3.1 Revenue and Expenditure Characteristics
    • About ESAC
    • About Nordicity

    Another measure of the size and health of an industry is by the number of people it employs (direct employment), which is best measured by the number of full-time equivalents (FTEs) it employs. The spin-off employment stimulated by an industry is also a key measure of its economic impact in a given jurisdiction. The following section describes empl...

    The following section outlines the additional impacts that the video game industry has on the Canadian economy, including impacts on labour income and gross domestic product (GDP).

    The following sub-section briefly examines where Canadian video game companies are earning their revenue and what their biggest expenses are.

    ESAC is the national voice of the video game industry in Canada. We work for our members – Activision Blizzard, Certain Affinity, Code Name Entertainment, Electronic Arts, Gameloft, Glu, Ludia, Microsoft Canada, NetEase Games, Netmarble, Nintendo, Other Ocean, Relic Entertainment, Solutions 2 Go, Sony Interactive Entertainment, Square Enix, Take 2 ...

    Nordicity is a leading international consulting firm providing private and public-sector clients with solutions for Economic Analysis, Strategy and Business, and Policy and Regulation across four priority sectors: arts, culture and heritage; digital and creative media; information and communication technologies (ICTs) and innovation; and, telecommu...

    • Nestor Gilbert
    • Gamers’ Geographical Breakdown. Two of every 5 people across the world is a gamer. Leading the global market in the number of gamers and revenue is China, followed closely by the United States.
    • Top 10 Countries By Gaming Revenue. The Asia Pacific region is well represented in the list with China, Japan, and the Republic of Korea placing in 2020’s top five gaming markets.
    • The Biggest Gaming Markets. As earlier mentioned, China has 665 million gamers in 2020, the biggest number of gamers in the APAC region and the world (Statista, 2020).
    • Gaming Devices and Platforms. The games market can be broadly divided into five segments: browser PC games, console games, downloaded/boxed PC games, smartphone games, and tablet games.
    • The value of the global video game industry has increased almost fivefold from 2012 to 2021. Video game statistics for 2021 show that the global market amounts to a mind-blowing US$138 billion.
    • Mobile gaming is becoming the biggest contributor to the value of the whole industry. While hardcore gamers frown upon this phenomenon, mobile games are becoming more and more sophisticated.
    • People spend around 8.45 hours per week gaming. This is the global average for people who play video games.
    • 64% of the Canadian population plaid video games regularly in 2018, video game statistics reveal. This is a significant increase from 2014, when 54% of Canadians reported playing a video game in the past four weeks.
  3. Dec 15, 2022 · Gaming penetration in Canada in 2010-2022. Published by. J. Clement, Dec 15, 2022. A 2022 survey of Canadian gaming audiences found that 53 percent of Canadians played video games regularly ...

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  5. Most common forms of harassment while playing online video games in the United States from 2019 to 2023 Premium Statistic Harassment faced while playing video games in the U.S. 2019-2023, by game

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