Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
Report · January 1, 2012
Published by ESAC – Entertainment Software Association of Canada
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.
Les amateurs de jeux vidéo et informatiques Profil des joueurs canadiens Enfants (6 a 12 ans) Adolescents (13 à 17 ans) Adultes (18 à 34 ans) Adultes (35 à 54 ans) Adultes (55 ans et plus) Acquisition Adolescents (13 à 17 ans) et Adultes (18 a 34 ans) 10 Acquisition Adultes (35 a 54 ans) & Adultes (55 ans et plus) 11 Les dlassifications de I'ESRB 12 Principaux jeux vidéo et informatiques vendus 13 Le secteur canadien des jeux video et informatiques 14 Structure et importance du secteur 15 Profils de quelques provinces canadiennes 16 L'ALD 17 Saincat onta n isntsc pvnnt eulo eant NP G, intule Understanding he Canadian Gamer 2012 (Comprendhe e joueur canadien 2012 Letude a ee commandie par Assodation canadlenne du logliclel de divertissement (ALD) et a permies de recuelir des donnies auprts de 2 969 adultes, 527 adolencents (de 13a 17 ans) 687 nfan6 12nte e 130a201Laagerssiaenbl cann t 1.51 0. NP G l sseeb cple cat n e se tres vanies. Auiourdhui, plus de 1 700 fabricants, detaillants et entreprises dle services font appel au NPD avant de prendre leurs decisions draffaires importantes auex niveaux intemational, natonal et loaal. NPD aide ses dients à identifier de nouwelles occasions daffaines of oriente lo developpement de leurs produits, leur marloeting, leurs ventes, leur commercialisation et autres fonctions.
e leurs decisions draffaires importantes auex niveaux intemational, natonal et loaal. NPD aide ses dients à identifier de nouwelles occasions daffaines of oriente lo developpement de leurs produits, leur marloeting, leurs ventes, leur commercialisation et autres fonctions. Linformation est deponible sur les svnt sthebqu teccoera tecl r pu ivertset o antboissos, servions dlalimentation, foyer, foumitunes de bureau, sports, jouets et sans-fil. Pour de plus amples renscignements, visitaz son site Web a: httpo/wwwe.npd.com/. Ce document contient aussi des donnees exdraites du rapport pripare par Secor Consulting Group et intitule Canada's Entertainment Soltware Ihdustry in 201 1 (Le secteur canaclen du logiciel de divertissernent en 201 1). Cette etude avat ete comnmnandie par I'ALD et avait pernis dle recuelir des donnees quantitatives et qualitatives aupres dfentreprises canadiennes de jeux vidio et informatioues, notamment
DE JEUX VIDÉO ET INFORMATIQUES 46% FEMME 58% DES CANADIENS 54% HOMME 9 SONT DES JOUEURS 90% DES ENFANTS ET DES ADOLESCENTS CANADIENS SONT DES JOUEURS 100% BOX 6-12 13-17 60% 18-34 DES JOUEURS JOUENT 40% 35-54 PAR SEMAINE 55+ 31ANS - AGE MOYENᴰᵁ 20% JOUEUR CANADIEN C AU CRS DES E AUNJE Sur quelle plate-forme les Canadiens jouent le plus souvent a des jeux video? 25x sur un telephone cellulaire. 6% sur un appareil de jeu de poche une toblette ou un autre appareil mobile (comme le Nintendo 3o5 ou le Playstation Vita)
61% des foyers canadiens possedent une console de jeu (Wii. Xbox 360 ou PlayStation 3) 80% des foyers canadiens possedent un teléphone cellulaire, une tablette ou un autre appareil mobile 95% des foyers canadiens possedent un ordinateur Le nombre d'appareil de jeu au sein des foyers canadiens a énormément augmenté depuis 2010, exception faite des ordinateurs. La plupart des foyers (80 %) possède au moins un téléphone cellulaire ou un autre appareil mobile. Environ trois foyers sur cing possedent au moins une console de jeu vidéo (61 %) et près d'un foyer sur trois (31 %) possède un appareil de poche. La tendance relative à I'utilisation générale des appareils de jeu s'est nettement modifiée, 58 % des joueurs indiquant utiliser un ordinateur (baisse de 12 % par rapport a 2010) et 44 % des joueurs indiquant utiliser des
JOUEURS CANADIENS FILLETTES ENFANTS [6 A 12 ANS] GARCONNETS 359 JOUENTLE PLUS SOUVENT SUR ORDINATEUR UN 30% JQUENTLE PLUS SOUVENT SUR UN TELEPHONE CELLULAIRE OU UN APPAREIL MOBILE 41%ᴶᴼᵁᴱᴺᵀLE PLUS SOLVENT SUR CONSOLEDE JEU UNE 4% S LE L JOUENT LE PLUS SOUVENT SUR DE JEU DE POCHE 58% LA PLUPART JOUEQUELQUES LA PLUPART JOUE QUELQUES JOURS PAR SEMAINE 41% SEMAINE 17% TOUS LES JOURS JOUENT TOUSLES JOURS JOLENT ELLESJOUENT ILS+-Q JOUENT ADES JEUX D'ACTION LA PLUPAAT JOLE A DES JELK DE ROTE POUR ENFANTS E LIGNE ET ELLES SOUENT EN LIGNE POUR OETENTR DES TROPHEES ET GAGNER., ET GAGNER DES OPTIONS OU DES PERSONNACES. DES JEUX 32% JEUX DE COURSE ET DE SIMULATION DE VOL LES PARENTS QUI JOUENT ET LEURS ENFANTS 52% DES PARENTS AMATEURS DE DES PARENTS AMATEURS DE JEUX INDIQUENT JOUER EN FAMILLE
42% 64% JOUENT LE PLUS SOUVENT JOUENT LE PLUS SOUVENT SUR SUR UN TELÉPHONE CELLULAIREOU UNE CONSOLE DE JEU UN APPAREIL MOBILE 49% 35% LA PLUPART JOUEQUELQUES LA PLUPART JOUE QUELQUES JOURS PARSEMAINE JOURSPAR SEMAINE 20% 54% JOUENT TOUS LES JOURS JOUENT TOUS LES JOURS ELLES+JOUENT ILS+-Q JOUENT A DES27% 53% JEUX D'ARCADE ADES JEUX DE TIR LA MAJORITE (74 Z) JOLE A DES JELX DE TIR EN LICNE SUATOUT EN COPPETITION OU LES UNS CONTRE LES AUTRES 26% 44% A DES JEUX AXÉS SUR LA MUSIQUE A DES JEUX D'ACTION ET O'AVENTURE LA PLLPAOT JOUE EN LIDNE ET POEFERE JOUER EN LIGNE POLA AVOIA CES CONTACTS SOCTAUN OU ENTRER EN CONPETITION AVEL D'AUTAES E26% 29% ADES JEUX EDUCATIFS, DES PUZZLES A DES JEUX DE SPORTS
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.
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.
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 purpose of the compilation is to present a comprehensive portrait of Canada’s video‑game industry in 2014, demonstrating its economic weight, employment dynamics, and public perception. Data were gathered from four principal sources: an NPD Group survey of 3 359 adults and 526 adolescents (margin of error ± 2.19 %); a comparable 2012 NPD study of 2 969 adults and 527 adolescents (± 1.5 %); a Nordicity questionnaire completed by 90 Canadian studios; and a NewZoo global consumer poll of 35 000 respondents aged 10‑65. The scope covers the national market and its three largest provinces—Quebec, British Columbia and Ontario—while also