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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 ...
- Video Gaming in France
E-commerce as share of total retail sales worldwide...
- Most Popular Gaming Genres in Canada
Canada video game employment in selected provinces...
- Video Game Companies in Canada
In 2021, there were 937 video game companies Canada, up from...
- Digital Market Outlook
Video-on-demand revenue in Canada 2017-2027, by type Share...
- Top Gaming Countries by Revenue 2022
United States, Canada, and Mexico gaming revenue 2022, by...
- Canada Video Game Company Numbers by Province 2021
Number of video game companies in selected provinces in...
- Canada Video Game Employment by Province 2021
Nordicity & Entertainment Software Association of Canada,...
- Canada Video Game Market Revenue by Segment 2027
Canada video game company number 2021, by size; Canada video...
- Video Gaming in France
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.
- 2.3 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...
Dec 15, 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, slightly down from previously recorded 61 ...
Jul 30, 2019 · In Canada, social or casual games are stills the fastest growing area of the video games market. Since 2015, they have made up over 50% of Canada’s total video games revenue (PwC, Entertainment & Media Outlook, n.d.). Online, free-to-play, battle royale games such as Fortnite are at the forefront of the social gaming trends.
May 19, 2023 · This is the global average for people who play video games. Gamers in China are the most hardcore, with 12.4 hours per week. The Vietnamese are second, with an average of 10.2 hours. However, these video game statistics only concern players older than 18. So, the stats may be skewed because children and teens play a lot of video games. The ...
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Why have video game companies changed in Canada in 2019?
An increase of 29% since 2019! In terms of GDP, the industry contributed a total of $5.5 billion to Canada’s economy in 2021, representing a 23% growth in GDP contribution since 2019. Of that $5.5 billion, the industry directly contributed an estimated $3.2 billion, and a further $1.2 billion through indirect and induced impacts.