Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
The Canadian video game industry contributed $1.7 billion to the economy in 2011 and supports approximately 16,000 direct jobs across 348 companies.
Gaming is a mainstream activity in Canada with an average player age of 31, and 90% of children and teens identifying as gamers.
While 68% of industry labor remains focused on console development, mobile gaming has surged, with 25% of Canadians now citing mobile as their primary gaming platform.
The industry is projected to grow by 17% in 2012, with Quebec serving as the primary hub, employing over 8,000 of the total workforce.
The player demographic is nearly balanced at 54% male and 46% female, though genre preferences diverge significantly between teen boys and adult women.
Despite 95% of households owning a computer, computer gaming usage dropped by 12% between 2010 and 2012.
The ESRB rating system maintains high consumer trust, with 93% of parents reporting that the ratings are useful for managing children's media consumption.
The Canadian video game industry contributed $1.7 billion to the economy in 2011 and supports approximately 16,000 direct jobs across 348 companies.
Gaming is a mainstream activity in Canada with an average player age of 31, and 90% of children and teens identifying as gamers.
While 68% of industry labor remains focused on console development, mobile gaming has surged, with 25% of Canadians now citing mobile as their primary gaming platform.
The industry is projected to grow by 17% in 2012, with Quebec serving as the primary hub, employing over 8,000 of the total workforce.
The player demographic is nearly balanced at 54% male and 46% female, though genre preferences diverge significantly between teen boys and adult women.
Despite 95% of households owning a computer, computer gaming usage dropped by 12% between 2010 and 2012.
The ESRB rating system maintains high consumer trust, with 93% of parents reporting that the ratings are useful for managing children's media consumption.