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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.

    • General Video Game Statistics
    • Video Games in Canada
    • Video Game Industry Statistics Canada
    • Video Game Addiction Statistics
    • In Conclusion

    1. The value of the global video game industry has increased almost fivefold from 2012 to 2021.

    (Source: Statista) Video game statistics for 2021show that the global market amounts to a mind-blowing US$138 billion. This is a US$7 billionrise 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 billionbeing added to the global value each year.

    2. Mobile gaming is becoming the biggest contributor to the value of the whole industry.

    (Source: Fullsync, Statista) While hardcore gamers frown upon this phenomenon, mobile games are becoming more and more sophisticated. At the same time, people, especially adolescents, are more and more ready to turn to mobile gaming. Here’s the thing: Statistics about video gamesvery clearly show us how smartphone games have gone from obscurity to ultimate widespreadness. As of April 2021, the mobile video game market share was 57%, compared to 47% in 2020. Note that mobile gaming is very fle...

    3. People spend around 8.45 hours per week gaming.

    (Source: Statista, Digital Commons,Hindawi) This is the global average for people who play video games. Gamers in China are the most hardcore, with 12.4hours per week. The Vietnamese are second, with an average of 10.2hours. However, these video game statisticsonly concern players older than 18. So, the stats may be skewed because children and teens play a lot of video games. The thing is: Studies have shown that the total time spent on games increases sharply from 6 to 12 yearswhen it levels...

    4. 64% of the Canadian population plaid video games regularly in 2018, video game statisticsreveal.

    (Source: Statista) This is a significant increase from 2014,when 54%of Canadians reported playing a video game in the past four weeks.9.25 millionCanadians downloaded at least one game in 2014, compared to 10.5 million in 2020. What’s more: The number of Canadian mobile phone gamers increased drastically between 2014 and 2019– from 15.3 million to 23 million. Although gaming is traditionally seen as a male hobby, Canada video game demographicsshow that gender disparities are slowly waning. Si...

    5. 90% of Canadian adolescent males describe themselves as gamers.

    (Source: ESA Canada) These are video game usage statisticsfor 13 to 17-year-old participants. 60% of girls in the same age groups use the same term to describe themselves. It seems like the tendency to use the term gamer to describe oneself decreases with age. Here’s the deal: While82% of 18 to 34-year-old Canadian males consider themselves gamers, this is only true for 45%of males in 55 to 64-year-old men. The pattern holds true in women, although with a consistently lower tendency to use th...

    6. In 2020, around 23 million Canadians played video games.

    (Source: SEA Canada) The average age of a Canadian gamer is 34. However, the distribution of time spent on gaming is not symmetrical. There are a lot of young gamers and not so much older ones, but the older gamers still draw the average forwards. What this means is that the typical gamer in Canada is much younger than 34. This is obvious when we consider more detailed video game industry statistics. For instance,89%of Canadian children and adolescents (aged 6 to 17) play video games.

    8. Canada’s video game industry revenue will surpass the US$1 billion mark in 2021.

    (Source: Statista) More specifically, the revenue of the gaming industry in Canada will reach a massive US$1.306billion by the end of 2021. Needless to say, mobile games are the biggest contributor by far, with US$643 million in revenue, video game sales statisticsreveal. There’s good news: The average revenue per user is expected to rise. Thegaming industry in Canada is expected to grow by 11.8% in 2021. This means that Canadians will spend more and more money on games – especially on microt...

    9. Canada’s video game industry is one of the largest in the world when we look at the number of people employed in this sector.

    (Source: UBC,CGA) According to statistics on video gamers,Canada comes only after Japan and the US, traditionally the biggest gaming countries in the world. Check this out: As of 2017, there were 21,700people directly involved in the Canadian gaming industry. We have to emphasize the word “directly” because there are many more people who make their living in the world of gaming but are not producing video games. According to Canada’s Gaming Association, when we include all people who make mon...

    10. The economic contribution of video games in Canada is much greater than the raw revenues.

    (Source: ESAC,UBC) Video games sale statsand data on video game trade value in Canadaare not the only essential stats for grasping the economic impact of gaming. In 2015, video games in Canada added an impressive $3 billionto Canada’s GDP. This contribution gets larger each year – in 2017, it amounted to $3.7 billion.

    14. Video game addiction is still a loose term and currently not in the main categorization of mental disorders.

    (Source: APA) The concept of video game addiction is quite recent, and we need more studies to understand it properly, including in the Canadian context.The American Psychiatric Association, while recognizing the need to further research gaming addiction, still doesn’t fully recognize the disorder. The World Health Organization and its International Classification of Diseases (ICD) recognize video game addiction as a real disorder. However, its widespread use will only start in 2022. The WHO...

    15. Video game statisticsestimate the percentage of problematic gaming from 6% to 11%.

    (Source: Ementalhealth,VA) In other words, around one-tenthof Canadian gamers may be facing problems with their video game use. As of recently, we see a lot of new institutes and centres, like the Toronto Video Game Addiction Treatment Center or Venture Academy.

    Canada is a nation that gladly accepts new gaming trends, including in esports, and indeed shows the way forward for the global community with its numerous development studios. Bottom line: The Great White North has a very strong effect on the global video game industry, especially in terms of investment, the number of employees, and revenue.

    • Livestream. Livestreaming or broadcasting is something gamers can do on Twitch or YouTube, or even indirectly on TikTok. This kind of content falls under the category of “Let’s Play,” and viewers tune in to see gamers perform difficult feats or pass seemingly impossible obstacles within the game, all while providing witty, informative, or interesting commentary.
    • Write reviews of video games. Does your tween or teen have a talent for both the written word and the controller? They might want to explore their options for writing video game reviews and news.
    • Become a game-tester. On-demand testing service platforms like Beta Family and PlaytestCloud make it easy for gamers to sign up to become game-testers.
    • Start a YouTube channel. Thanks to YouTube, anyone can launch their own channel dedicated to whatever topic they love. The platform is super-popular among gamers and while it’s a competitive place to find a niche and gain followers, YouTube offers a lot of creative freedom and more than one way to earn money from a personal channel.
  2. Mar 23, 2018 · Sumail Hassan. Nineteen-year-old Sumail Hassan holds the Guinness World Record for first teen to make over $1 million in professional eSports (Credit: Sumail Hassan) Sumail Hassan is the youngest ...

  3. Jun 5, 2024 · No longer a niche interest, video gaming is a billion-dollar juggernaut with an annual industry value of 455 billion U.S. dollars. Long gone are the times where the only way of making money in the ...

  4. essentialfacts2020.ca › wp-content › uploadsEssential Facts2020

    82% of 18-to-34-year-old males consider themselves gamers. 64% of 35-to-54-year-old males consider themselves gamers. 45% of 55-to-64-year-old males consider themselves gamers. Total Number of Canadians Playing Video Games. 52% like the term 41% were indifferent 6% don’t like the term.

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  6. Industry Data. Gaming is a major industry and contributor to the Canadian economy. In fact, at more than $15 billion, gaming: • is the largest segment of Canada’s entertainment industry; • directly supports more than 135,000 full time jobs; and. • generates almost $9 billion annually to fund government and community programs and services.