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    • $5.5 billion

      • In 2021, the video game industry’s contribution to Canada’s GDP was $5.5 billion. 75% of video game companies in Canada are owned by Canadians. 61% of Canadians play video games. The sales of digital games have increased year on year, while the sales of physical video games have stagnated.
      madeinca.ca/video-game-industry-statistics-canada/
  1. Oct 28, 2024 · Video Game Industry in Canada. In 2021, the video game industry contributed $5.5 billion to the Canadian GDP. This represented a 23% increase since 2019. Over $3.2 billion was contributed directly by the industry, while over $1.2 billion came from indirect sources.

  2. 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.

  3. 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...

  4. Jul 30, 2019 · In Canada, social or casual games are stills the fastest growing area of the video games market. Since 2015, they have made up over 50% of Canada’s total video games revenue (PwC, Entertainment & Media Outlook, n.d.).

  5. 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.

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  7. Ontario is the largest producer of video games in Canada, housing 31.8% of all game studios (10 of which are large companies) and has annual expenditures of $818.4 million. [17] Quebec is the second largest, with 31.1% of companies residing in the province (22 of which are large companies) and spends $2.3 billion annually. [ 17 ]

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