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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. Nov 9, 2021 · The Canadian Game Industry, 2021, the lobbying group’s biennial study of the state of the Canadian video game industry, conducted by Nordicity, found that while the sector has continued to steadily grow over the last couple of years – Canada’s 937 active game companies reported revenue of $4.2 billion in 2021, up 20 per cent compared to 2019 – COVID-19 still had a noticeable impact on ...

  3. 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...

  4. www.nordicity.com › news › canadian-video-gameNews/ESAC 2019 - Nordicity

    Canada’s video game industry is well-positioned for continued growth; in the last two years, the number of Canadian video game companies increased by 16%, to 692 active studios. The industry contributed $4.5 billion to Canada’s GDP in 2019; and, supports an estimated 48,000 Full-Time Equivalents (FTEs) of employment including 27,700 FTEs directly employed by video game companies.

  5. According to the results of the 2021 Industry Survey, video game companies in Canada employ 32,300 FTEs, which is 17% more than the direct employment in 2019. Indeed, 57% of companies indicated that they have more employees now than they did in 2017 (as shown in the figure below). When examined by company size, the figure below illustrates how ...

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  7. Nov 20, 2019 · The Industry’s Economic Impact. Canadian video game companies generated an estimated $3.6 billion in revenue in 2019, indicating a 15% jump from 2017. The study attributed 41% of the video game industry’s revenue to intercompany/transfer pricing, with notable emphasis on this during development cycles. In-game or in-app sales made up 13% of ...

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