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- According to the Entertainment Software Association of Canada, 23 million Canadians play video games, representing 61% of the population.
madeinca.ca/video-game-industry-statistics-canada/
Oct 28, 2024 · According to the Entertainment Software Association of Canada, 23 million Canadians play video games, representing 61% of the population. Younger Canadians are more likely to play video games with 89% of children and teens (6-17-year-olds) playing video games compared to 61% of the 18-64-year-olds.
Jan 10, 2024 · In 2021, there were 937 video game companies in Canada, and four out of five video game companies in Canada were located in Quebec, Ontario, and British Columbia.
- 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.
Mar 17, 2021 · Gaming Statistics in Canada. In Canada alone, the popularity of video games has been massive, the profit in the industry is predicted to gain 1,306 million USD in 2021. And the number of gamers is projected to reach 20.9 million by the same year.
Jan 7, 2023 · Amongst the many millions of Canadians who like to play video games, you’ll find gamers of all ages. But of course, the younger generation is the majority. No less than 90% of young Canadian boys describe themselves as gamers.
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Jul 30, 2019 · Consumer preferences: 46% of Canadians prefer to play video games most often on their mobile devices (ESAC, 2018). Industry Performance Snapshot. Total revenue among video game companies in Canada was $3.2 billion in 2017, while total expenditure was $2.6 billion (ESAC, 2017).