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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 ...
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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.
Dec 15, 2022 · Hours spent on playing video games per week in Canada 2024; ... For teams of up to 5 people. ... "Gaming penetration in Canada in 2010 to 2022." Chart. November 9, 2022. Statista.
- 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...
Jul 30, 2019 · In 2017, exports accounted for 75% of all revenue generated by video game companies in Canada. The US and Europe were the top sources of export revenue at 46% and 42% respectively (Nordicity, 2017). During 2015-2017, total GDP generated by the Canadian video game industry increased by 24% to just over $3.7 billion (Nordicity, 2017).
The Video Games market in Canada is projected to grow by 9.43% (2024-2027) resulting in a market volume of US$5,144.00m in 2027. ... of people worldwide playing video games and billions of dollars ...
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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.