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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...

  3. 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 ...

  4. Name Peak Players Time Last 48 Hours; PUBG: BATTLEGROUNDS 3236027: 2018-01-01T00:00:00Z: Black Myth: Wukong 2406967: 2024-08-01T00:00:00Z: Palworld

  5. May 19, 2023 · Video game statistics for 2021 show that the global market amounts to a mind-blowing US$138 billion. This is a US$7 billion rise when compared with video game statistics from 2020. In 2012, the value of PC, console, and phone gaming companies was around US$51 billion. Interestingly, growth is steadily linear, with US$7-10 billion being added to ...

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  7. Jul 2, 2024 · Across more than 73,000 consumers worldwide, 85% engage with games in one way or another, 64% view gaming content, and 35% engage in other ways, such as listening to gaming podcasts, following esports, discussing games in online communities, creating content, and a whole lot more. Most importantly, 80% of consumers play video games.