Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
Report · January 1, 2011
Published by ESAC – Entertainment Software Association of Canada
The 2011 overview of Canada’s entertainment software sector presents a comprehensive portrait of an industry that employs roughly 16,000 people across nearly 350 firms and generates an estimated $1.7 billion in direct economic impact. Growth has accelerated, with an 11 % increase in size over the previous two years and a projected 17 % expansion in the next two‑year horizon, underscoring the sector’s rising significance within the national economy. Industry composition is diverse: 59 % of employment resides in large firms (over 150 staff), while small and medium enterprises account for the remainder, averaging 16 employees each. Traditional console development remains dominant, absorbing 68 % of the workforce, though resources for social (2 %), casual (2 %) and mobile (7 %) gaming are expanding rapidly. Development costs vary by platform, with traditional console projects averaging C$10.1 million and mobile titles around C$0.17 million, reflecting differing risk and time‑to‑market profiles. Provincial analysis highlights Quebec as the primary hub, hosting 86 companies, 8,236 employees and $733 million in spending, and achieving a 13 % annual growth rate. Ontario follows with 96 firms, 2,600 staff and $238 million in revenue, posting 20 % historical growth and 21 % expected expansion. British Columbia, with 83 companies and 3,882 employees, records flat recent growth but anticipates a 10 % rebound, while Saskatchewan is excluded due to lack of survey responses. Consumer insights from a 2,579‑adult, 398‑teen and 547‑child NPD sample reveal that
WHAT’S INSIDE? Did you know? 4 What are some of the drivers of Canada’s success? 5 Industry structure and size 6 Industry structure by platform 7 Selected provincial profiles 8-9 The industry in Canada 10-11 Industry impact 12 Who is playing computer and video games? 13-14 How often do Canadians play? 15 On what platform do gamers play most frequently? 15 The bottom line 16 Top selling computer and video games 17 What are ESRB Ratings? 18 Who we are 19 All data in this document is from Secor Consulting Group’s Canada’s Entertainment Software Industry in 2011 unless otherwise noted. This report was commissioned by the Entertainment Software Association of Canada (ESAC) and gathered quantitative and qualitative data from computer and video game companies across Canada, including developers, publishers, and other key industry players. Saskatchewan does not appear in this report because although a few companies from the province were identified as industry participants, no responses to the survey were received. Accordingly, those companies, and the province were removed from the data analysis to avoid giving analytical results without any actual data. SECOR is Canada’s leading independent strategy and organizational consulting firm. For the last 35 years, SECOR has helped senior executives to develop and implement their organizational strategies. SECOR has offices in Montréal, New York, Paris, Québec, Toronto and Vancouver. For more information visit www.secorgroup.com
independent strategy and organizational consulting firm. For the last 35 years, SECOR has helped senior executives to develop and implement their organizational strategies. SECOR has offices in Montréal, New York, Paris, Québec, Toronto and Vancouver. For more information visit www.secorgroup.com This document also contains data from NPD Group’s 2010 Understanding the Canadian Gamer. The survey was commissioned by ESAC and gathered data from 2,579 Canadian adults, 398 Canadian teens (13-17) and 547 kids (6-12). The margin of error associated with he total samples is +/- 1.6, 19 times out of 20. The NPD Group is the leading provider of reliable and comprehensive consumer and retail information for a wide range of industries. Today, more than 1,700 manufacturers, retailers, and service companies rely on NPD to help them drive critical business decisions at the global, national, and local market levels. NPD helps our clients to identify new business opportunities and guide product development, marketing, sales, merchandising, and other functions. Information is available for the following industry sectors: automotive, beauty, commercial technology, consumer technology, entertainment, fashion, food and beverage, foodservice, home, office supplies, software, sports, toys, and wireless. For more information, please visit: www.npd.com
DID YOU KNOW? 16,000 Approximate number of people directly employed in the Canadian video game 3rd industry Compared to approximately Canada’s video game 32,000 employees in the United States industry’s ranking in the world based on number of employees $1.7 billion fi estimated direct economic impact on the Canadian economy by the Canadian video game 348 industry Number of companies operating 11<sup>%</sup> in Canada Industry growth over the past two years 17<sup>%</sup> Projected growth over the next two years
WHAT ARE SOME OF THE DRIVERS OF CANADA’S SUCCESS? A MADE-IN-CANADA INDUSTRY The Canadian video game industry is responsible for creating some of the most recogniz - able game franchises in the world. Many of the most successful video games and video game companies were started in Canada by Canadians. LIVEABILITY OF CANADIAN CITIES Operating costs in Canada’s major development clusters are significantly lower than the US, Europe and Japan. Canada’s major cities offer desirable places for talent to live with culturally diverse populations, thriving downtowns, and generally affordable condomini - um and rental markets. GOVERNMENT POLICIES AT BOTH THE FEDERAL AND PROVINCIAL LEVELS Canada offers generally competitive corporate tax rates, and many provinces have in - troduced refundable tax credits for production of interactive digital media to encourage growth of the sector. Scientific Research and Experimental Development (SR&ED) tax credits also play a critical role in fostering technology-based innovation and advance - ments in the video game industry. Federal and provincial funding programs for digital media offer support for projects that might not otherwise obtain funding.
Research and Experimental Development (SR&ED) tax credits also play a critical role in fostering technology-based innovation and advance - ments in the video game industry. Federal and provincial funding programs for digital media offer support for projects that might not otherwise obtain funding. CANADA IS KNOWN INTERNATIONALLY FOR ITS STRONG BASE OF DIVERSE, CREATIVE AND WELL-TRAINED TALENT As a multicultural country, there are significant language and 60<sup>%</sup> cultural overlaps with the United States, Europe, and Asia, which of Canadian gaming companies are enables the Canadian developexpecting to hire new ers to produce content for the graduates in 2011 global market. Canadian educational programs, 77<sup>%</sup> particularly at the college and university levels, produce wellexpect to hire new grads by 2013 trained graduates. However, as our industry grows, we face an increasing shortage of experi - enced talent across all job cat - egories.
INDUSTRY STRUCTURE AND SIZE » Canada’s video game industry is comprised of a healthy mix of companies of dif - ferent sizes and with differing concentrations on particular platforms including tra - ditional console games and newer platforms such as social games or games for mobile devices » Most employees in Canada’s video game industry work at large companies (more than 150 employees), but there’s many small and medium companies as well, with 148 of them averaging only 16 employees each Micro (1-5) 2<sup>%</sup> Small (6-50) 15<sup>%</sup> 29<sup>%</sup> Medium (51-150) 24<sup>%</sup> 43<sup>%</sup> Large (151+) 59<sup>%</sup> 16<sup>%</sup> 12<sup>%</sup> Percent of total Percent of total employment companies CANADIAN QUICK FACTS BY COMPANY SIZE Average Total Total No. of Percent of Percent No. of Employees Companies Total of Total Employees Employment Companies Micro 3 292 101 1.9% 28.8% Small 16 2312 149 14.7% 42.7% Medium 67 3842 57 24.4% 16.4% Large 221 9272 41 59.0% 12.1% TOTAL 15,718 348
The 2014 overview of Canada’s video‑game sector presents a comprehensive picture of an industry that ranks among the world’s largest by per‑capita employment and is a cornerstone of the nation’s digital economy. Drawing on custom research commissioned by the Entertainment Software Association of Canada (ESAC)—including NPD surveys of 3,359 adults and 526 teens in 2014, a 2012 survey of 2,969 adults, 527 teens and 687 children, and quantitative data from 90 Canadian companies—the analysis covers national trends, regional breakdowns, workforce characteristics, public perception and consumer behaviour. Employment figures reveal 16,500 individuals directly working in game development, equivalent to 27,000 full‑time jobs, with a 5 % increase in staff between 2011 and 2013 and two‑fifths of firms forecasting a 25 % expansion within two years. The sector generated $2.3 billion in GDP contribution and $1.6 billion in direct spending, a 12.5 % rise from 2011. More than half of Canadian companies identify as independent developers, and 53 % of the 329 firms operate as such. Salaries average $72,500 annually, with a median employee age of 31,
The study evaluates the Canadian entertainment‑software industry in 2011, outlining its structure, economic contribution, and consumer profile to illustrate why the sector ranks third worldwide in revenue and first in jobs per capita. Quantitative data show roughly 16 000 workers employed by about 350 firms, generating an estimated direct impact of C$1.7 billion and delivering an 11 % growth rate over the previous two years, with a projected 17 % increase in the next two. Traditional console development still dominates, employing 68 % of the workforce, while mobile, social and casual games together account for just under 12 % of resources, reflecting a rapid diversification of platforms. Regional analysis reveals Quebec as the sector’s hub, housing 8 236 employees, 70 % of large firms and C$733 million in spend, and posting a 13 % annual growth rate. Ontario follows with 2 600 employees, 96 firms and a higher growth trajectory (20 % historic, 21 % forecast) driven by numerous micro‑ and small‑size companies. British Columbia’s 3 882 employees and C$393 million in spend show modest growth, while Saskatchewan is omitted due to lack of survey responses. Company‑size distribution indicates that 59 % of employees work for large enterprises (151+ staff), with the remainder spread across medium, small and micro firms. Consumer insights, derived from an NPD Group survey of 2 579 adults, 398 teens and 547 children (margin of error ± 1.6 %), indicate that 48 % of Canadians identify as gamers, with a median age of 33 and a gender split of 62 % male to 38 % female. Thirty percent play daily,
The Canadian video game industry experienced significant growth and economic impact as of 2013, positioning Canada as the third-largest developer globally and the first on a per-capita basis. According to data from Nordicity and the NPD Group, the sector contributes $2.3 billion to the Canadian economy annually. The industry comprises 329 studios employing over 16,500 full-time workers, representing a 5% increase in employment from the previous year. While 88% of these firms are small or micro-enterprises, 68% of the total workforce is employed by the 12% of companies classified as large studios. Geographically, the industry is concentrated in Quebec, British Columbia, and Ontario. Quebec leads with 97 companies and 8,750 employees, supported by long-standing provincial tax credits. British Columbia follows with 5,150 employees, while Ontario’s sector is characterized by a high density of micro-studios and a rapid shift toward mobile and casual gaming. Nationally, the average industry professional is 31 years old with an average annual salary of $72,500. The industry is undergoing a platform shift, with 84% of studios developing for mobile devices, although console development continues to command the largest budgets and team sizes. Consumer data indicates that 58% of Canadians are gamers, with a nearly even split between men (54%) and women (46%). While younger males favor consoles and action genres, older demographics and women show a preference for computer-based card games, puzzles, and mobile platforms. The study also highlights the effectiveness of the ESRB rating system, noting that 93% of adult gamers find it useful for making informed purchasing decisions for children.
Canada’s video‑game industry is portrayed as a mature, high‑value sector that now consists of 821 firms employing roughly 34,000 full‑time workers and delivering a $5.1 billion economic impact. While the overall number of companies has contracted by 9 % since 2021, the decline is confined to micro‑studios of two to four staff; larger studios with 51 or more employees have remained stable or expanded, underscoring a concentration of activity in more sizable operations. In the 2023‑24 fiscal year the sector generated a $356 million operating surplus, representing a 7 % margin, and direct labour income rose 21 % to $3.5 billion, with indirect and induced effects adding another $600 million. Flexible work arrangements dominate, especially in firms with 100+ employees, where 83 % of staff follow hybrid schedules. Larger studios report longer time‑to‑market—about five months more—while smaller studios move faster, and nearly half of all companies are employing generative AI primarily for ideation. Funding access hampers small firms, talent shortages constrain the very largest, and market discoverability is a universal obstacle. A refined economic‑impact model introduces finer size categories and a custom induced‑impact multiplier based on Canada’s marginal propensity to consume and import. Applying this methodology retroactively to 2021 data raises total full‑time‑equivalent employment to 35,250 (a 9 % increase) and labour‑income to C$3.88 billion (up 6 %), while total GDP contribution adjusts downward to C$5.5 billion, reflecting more precise accounting of indirect and induced effects. The analysis covers the national landscape, focusing on the period from 2021 through 2024 and encompassing firms of all sizes within the video‑game development and publishing ecosystem.