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Games - Canada

Canada
  • In Canada, revenue in the Games market is projected to reach US$8.33bn in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 6.96%, leading to a projected market volume of US$10.91bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with figures reaching US$141.84bn in 2025.
  • Within the Games market in Canada, the number of users is anticipated to reach 18.8m users by 2029.
  • User penetration in Canada will be 43.3% in 2025 and is forecasted to increase to 46.2% by 2029.
  • The average revenue per user (ARPU) in Canada is expected to amount to US$153.65.
  • Canada's Games in the Media market is experiencing a surge in demand for immersive storytelling and interactive experiences, reflecting the nation's growing digital content consumption.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.
In-Scope
  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops
Out-Of-Scope
  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis
CONTENTBOX_CAPTION_STUDY_DETAILS

    Revenue

    Created with Highcharts 11.4.8ValuesTotalCloud GamingDownload GamesGaming Live StreamingGaming NetworksIn-game AdvertisingMobile GamesOnline GamesPhysically Sold Video Games20172018201920202021202220232024202520262027202820292.5k5k7.5k10k12.5k15k17.5k20k22.5k

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    MARKET_INSIGHTS

    2017
    2018
    2019
    2020
    2021
    2022
    2023
    *Statista412.5759.24830.941,034.281,234.591,299.571,471.74
    PricewaterhouseCoopers (PwC)361.2417.6487.2590.7642.6

    NOTES: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    MOST_RECENT_UPDATE: Aug 2024

    Created with Highcharts 11.4.8ValuesAverageCloud GamingDownload GamesGaming Live StreamingGaming NetworksIn-game AdvertisingMobile GamesOnline GamesPhysically Sold Video Games2017201820192020202120222023202420252026202720282029100200300400500600700800900

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Analyst Opinion

    The Games Market within the Media Market in Canada is witnessing moderate growth, influenced by factors such as evolving consumer preferences, advancements in technology, and the increasing popularity of online gaming platforms and esports events.

    Customer preferences:
    Consumers in Canada are increasingly favoring immersive gaming experiences that blend entertainment with social interaction, reflecting a shift towards community-driven play. As younger demographics prioritize social connectivity, multiplayer online games and esports have gained traction, fostering a culture of collaboration and competition. Additionally, the rise of mobile gaming appeals to a diverse audience, enabling casual play across various lifestyles. This trend emphasizes the importance of accessibility and inclusivity, as gamers seek diverse representation in narratives and characters, enhancing overall engagement.

    Trends in the market:
    In Canada, the Games Market is experiencing a surge in demand for immersive gaming experiences that prioritize social interaction, highlighting a significant shift towards community-driven play. Younger audiences are increasingly gravitating towards multiplayer online games and esports, fostering a vibrant culture of collaboration and competition. Furthermore, mobile gaming is expanding its reach, appealing to a broad demographic and facilitating casual play. This emphasis on accessibility and inclusivity underscores the necessity for diverse representation in gaming narratives, presenting both challenges and opportunities for industry stakeholders to enhance player engagement and satisfaction.

    Local special circumstances:
    In Canada, the Games Market is shaped by its multicultural landscape and a strong commitment to inclusivity, which influences game development and storytelling. The country's diverse population fosters a demand for games that reflect various cultural narratives, enhancing player connection and engagement. Additionally, Canada’s regulatory environment supports innovation with tax incentives for game studios, encouraging local development. Geographic factors, such as vast rural areas, drive the popularity of mobile gaming, ensuring access to gaming experiences for all Canadians, regardless of location.

    Underlying macroeconomic factors:
    The Games Market in Canada is significantly influenced by macroeconomic factors such as consumer spending trends, technological advancements, and national economic stability. The overall health of the Canadian economy, characterized by steady GDP growth and low unemployment rates, encourages discretionary spending on entertainment, including video games. Furthermore, the global shift towards digitalization amplifies demand for innovative gaming experiences, particularly in mobile and online platforms. Fiscal policies, particularly supportive tax incentives for game developers, promote local industry growth. Additionally, exchange rates affect international sales, as a strong Canadian dollar can impact competitiveness in the global market.

    Users

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    MOST_RECENT_UPDATE: Jan 2025

    SOURCES: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    MOST_RECENT_UPDATE: Mar 2024

    SOURCES: Statista Market Insights, Statista Consumer Insights Global

    Global Comparison

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

    Advertising & Media

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    NOTES: Based on data from IMF, World Bank, UN and Eurostat

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

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