Mobile Games - Canada

  • Canada
  • In Canada, revenue in the Mobile Games market market is projected to reach US$1.85bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.04%, leading to a projected market volume of US$2.48bn by 2029.
  • In the Canadian Mobile Games market market, the number of users is anticipated to amount to 14.6m users by 2029.
  • User penetration in Canada will be 31.5% in 2024 and is forecasted to increase to 35.8% by 2029.
  • In a global context, the highest revenue will be generated United States, with figures reaching US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Canada is projected to be US$150.00 in 2024.
  • In Canada, the mobile games market is increasingly prioritizing immersive storytelling and local cultural themes to enhance user engagement and retention.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Canada has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in Canada have shifted towards mobile gaming due to its convenience and accessibility. With the increasing popularity of smartphones and tablets, more Canadians are turning to mobile games for entertainment. This shift in preference is also influenced by the growing number of high-quality mobile games available in the market, offering a diverse range of genres and gameplay experiences. Additionally, the ability to play games on the go and connect with friends through multiplayer features has further fueled the demand for mobile gaming in Canada. Trends in the market indicate a strong growth trajectory for the Mobile Games industry in Canada. The rise of casual gaming, which appeals to a wider audience, has contributed to the expansion of the market. Casual games are often easy to learn and can be played in short bursts, making them suitable for busy lifestyles. This trend has attracted a larger demographic of gamers, including older adults and casual gamers who may not have previously engaged in gaming. Furthermore, the integration of augmented reality (AR) and virtual reality (VR) technologies in mobile games has created immersive and interactive experiences, driving increased engagement and interest among Canadian gamers. Local special circumstances in Canada have also played a role in the development of the Mobile Games market. The country's multicultural population has resulted in a diverse range of gaming preferences and interests. Game developers have recognized this and have responded by creating localized content that appeals to specific cultural groups within Canada. This localized approach has helped to cultivate a loyal and engaged user base, contributing to the growth of the market. Underlying macroeconomic factors have also contributed to the growth of the Mobile Games market in Canada. The country's strong economy and high disposable income levels have enabled Canadians to spend more on leisure activities, including mobile gaming. Additionally, the widespread availability of high-speed internet and the continuous improvement of mobile network infrastructure have facilitated seamless online gaming experiences, further driving the growth of the market. In conclusion, the Mobile Games market in Canada is experiencing rapid growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The convenience and accessibility of mobile gaming, coupled with the rise of casual gaming and the integration of AR and VR technologies, have contributed to the expansion of the market. The multicultural population and strong economy of Canada have also played a role in shaping the Mobile Games market. With these factors in play, the Mobile Games market in Canada is expected to continue its upward trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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