Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
Report · January 1, 2012
Published by ESAC – Entertainment Software Association of Canada
Essential Facts 2012: Canada provides a comprehensive statistical overview of the Canadian video game industry and consumer landscape. Commissioned by the Entertainment Software Association of Canada (ESAC), the findings are based on 2012 custom research by the NPD Group involving over 4,000 participants, alongside 2011 economic data from Secor Consulting Group. The report establishes that gaming is a mainstream activity in Canada, with 90% of children and teens identifying as gamers and an average player age of 31. The data reveals a significant shift in platform preferences. While 61% of households own a console and 95% own a computer, computer usage for gaming dropped by 12% since 2010. Conversely, mobile gaming has surged, with 80% of households owning a mobile device and 25% of Canadians citing it as their primary gaming platform. Demographically, the player base is nearly balanced at 54% male and 46% female, though genre preferences vary; for example, teen boys favor shooters while adult women prefer puzzle and mental challenge games. Economically, Canada ranks third globally in video game employment, supporting approximately 16,000 direct jobs across 348 companies. The industry contributed an estimated $1.7 billion to the Canadian economy in 2011, with a projected growth rate of 17% for 2012. While large firms (150+ employees) employ 59% of the workforce, the industry is characterized by a high volume of micro and small businesses, particularly in Ontario. Quebec remains the dominant hub, accounting for over 8,000 industry jobs. Despite the rise of mobile and social platforms, traditional console development still commands 68% of the industry's labor resources. Finally, the report highlights the role of the ESRB, noting that 93% of parents find the rating system useful for managing their children's media consumption.
Who is playing computer and video games? 3 Profiles of Canadian Gamers Children (6-12 years) Teens (13-17 years) Adults 18-34 Adults 35-54 8 Mature Gamers (55+) Acquisition Teens (13-17 years) & Adults 18-34 10 Acquisition Adults 35-54 & Mature Gamers (55+) 11 What are ESRB ratings? 12 Top selling computer and video games 13 About the Canadian computer and video game industry 14 Industry structure and size & industry structure by platform 15 Selected provincial profiles 16 Who we are 17
e and size & industry structure by platform 15 Selected provincial profiles 16 Who we are 17 Al data in this dooument s from NPD Group's Understanding theCanadan Gamer 2012custom research, unles otherwise noted Thesurveywas commissioned by the Entertainment Software Association of Canada (ESAC) and gathered dlata from 2,969 adults, 527 teens (13-17) and 687 6)etween Apr1nd Apr020The argin morassoato with the total sample is +1.5 1 ts out0. T NP G i n T than 1, 700 manufacturers, retailers, and servion companies nely on NPD to help them drive critical businnss decisions at the global, national, and local market levels. NPD helps clients to identify new business opporturites and guide product development, marketing, sales, merchandlsing, and entertainment, fashion, food and beverage, foodkervion, home, offoe supplies, sports, toys, and wineless. For mone infommabon, pleane visit This document akso contains data from Secor Consulting Group's Canada's Entertainment Software Industry in 2011. This mport was commesioned by the Entertalnment Software Assodation of Canada ESA and gathered quantitative and qunlitative data from computerand video game companies across Canada, induding, developers, publieshers and other key induestry players.
ntertainment Software Industry in 2011. This mport was commesioned by the Entertalnment Software Assodation of Canada ESA and gathered quantitative and qunlitative data from computerand video game companies across Canada, induding, developers, publieshers and other key induestry players. Saskatchewan does not appear in this report because although a few companies from the province were identifed as industry partidipants, no responses to the survey were reoeived
COMPUTER AND VIDEO GAMES? 46% FEMALE OF CANADIAN 54% MALE 90% OF CANADIAN KIDS AND TEENS ARE GAMERS 100% B0% 6-12 13-17 60% 18-34 45% F CAMR WEEK 40% 35-54 31YEARS OLD-AVERAGE AGE 20% 55+ OF CANADIAN GAMER C On what platform do Canadian's play video games most frequently? 25% on a cell phone, tablet computer 6% on a handheld game systen or other mobile device (such as a Nintendo 3oS or PlayStation Vita)
61% of Canadian households own a game console (Wii, Xbox 360 or Playstation 3) 80% own a cell phone, tablet computer or other mobile device 95% own a computer The number of game devices in Canadian households has significantly increased since 2010, except for computers. Most (80%) have at least one cell phone or other mobile device. About 3 in 5 have at least one video game console (61%) and nearly 1 in 3 (31%) have a handheld device. There has been a significant shift in general game device usage with 58% of gamers reporting use of computers (decrease of 12% from 2010) and
CANADIAN GAMERS GIRLS CHILDREN (6-12 YEARS] BOYS 35% LAY COTETE 41% PLAY MOST OFTEN PLAY MOST OFTEN ON A GAME CONSOLE PLAY MOST OFTEN ON A CELL PLAY MOST_OFTEN ON A PLAY A FEW DAYS PLAY VIDEO GAMES 17% PLAY EVERY DAY 41% PLAY EVERY DAY SHE PLAYS HE PLAYS 56% CATEON N ACTION AND ADVENTURE MOST PLAY KID-RPGS ONLINE AND THEY PLAY ONLINE TO COLLECT TROPHIES AND ACHIEVEHENTS. AND UNLOCH OPTIONS OR CHARACTERS 28%ARCADE GAMES 32% RACING AND FLIGHT PARENT GAMERS AND THEIR CHILDREN OF PARENT GAMERS PLAY VIDEO OF PARENT GAMERS REPORT FAMILY
The 2012 Essential Facts report provides a comprehensive profile of the Canadian video game industry, highlighting its significant economic impact and the evolving habits of its diverse player base. Data was synthesized from a 2012 study of over 4,000 Canadians conducted by the Entertainment Software Association of Canada (ESAC) and market research from the NPD Group and Secor Consulting Group. The findings reveal that 58% of Canadians identify as gamers, with an average age of 31. While 90% of children and adolescents play, the demographic is nearly balanced by gender, with women making up 46% of the player population. The industry represents a vital pillar of the Canadian economy, contributing approximately $1.7 billion in direct impact. Canada ranks third globally in video game employment, supporting 348 companies and roughly 16,000 direct jobs. The sector is characterized by high-value labor, with an average annual salary of $62,000—more than double the national average for the general economy. Growth remains robust, with an 11% increase recorded between 2009 and 2010 and a projected 17% increase for the 2011-2012 period. Geographically, the industry is concentrated in Quebec, Ontario, and British Columbia. Quebec holds a dominant position, accounting for 86 companies and 8,236 jobs, while Ontario hosts the highest number of micro and small enterprises. Methodologically, the report notes a shift in platform preference; while 68% of employees still focus on traditional consoles, there is rapid diversification into mobile and social gaming. Furthermore, the report emphasizes the importance of the ESRB rating system, noting that 93% of parents find these classifications useful for managing their children's media consumption.
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
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 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.