Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
Report · January 1, 2014
Published by ESAC – Entertainment Software Association of Canada
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,
Essential Facts 2014 Essential Facts 2014 contains original information from various sources including NPD Group's Understanding 1. NPD Group’s Understanding the Canadian Gamer 2014 custom research. The survey was commissioned by ESAC and gathered data from 3‚359 adults and 526 teens (13-17) between April 24 and May 19‚ 2014. The margin of error associated with the total sample is +/- 2‚ 19 times out of 20. 2. Nordicity’s Canada’s Video Game Industry in 2013. This report was commissioned by ESAC and gathered quantitative and qualitative data from 90 computer and video game companies in Canada. ~~2014~~ 3. NPD Group’s Understanding the Canadian Gamer 2012 custom research. The survey was commissioned by ESAC and gathered data from 2‚969 adults‚ 527 teens (13-17) and 687 kids (6-12) between April 13 ~~ESSENTIAL FACTS~~ and April 30‚ 2012. The margin of error associated with the total sample is +/- 1.5‚ 19 times out of 20. ~~ABOUT THE CANADIAN~~ 4. NewZoo’s Global Games Market Report 2014 survey conducted by New Zoo Game Market Research ~~VIDEO GAME INDUSTRY~~ gathered data from 35‚000 global consumers (10-65). VIDEO GAME INDUSTRY gathered data from 35,o00 global consumers (10-65) theESA.Ca ENTERTAINMENT theESA.Ca SOFTWARE OF CANADA ASSOCIATION
Canada’s video game industry is ~~CANADA’S~~ one of the world’s largest. Each year‚ it produces hundreds of the world’s biggest‚ most popular ~~VIDEO GAME~~ and most innovative games. It’s a leading industry in Canada’s growing digital economy and Canadians are taking notice. ~~INDUSTRY~~
CANADA’S VIDEO GAME INDUSTRY 16,500<sup>PEOPLE</sup> DIRECTLY EMPLOYED BY THE CANADIAN VIDEO GAME INDUSTRY LARGEST PRODUCER OF VIDEO GAMES IN THE WORLD PER CAPITA (# OF EMPLOYEES) 27,000<sup>FULL</sup> THE TIMEEQUIVALENTJOBSCREATED BY CANADIAN VIDEO GAME INDUSTRY 329<sup>VIDEO</sup> GAME COMPANIES OPERATINGIN CANADA 53% SELF-IDENTIFY AS INDEPENDENT DEVELOPERS 910<sup>VIDEO</sup> GAME PROJECTS COMPLETED IN 2012 5% GROWTH<sup>IN</sup> # OF EMPLOYEES BETWEEN 2011& 2013 2 OUT OF5 COMPANIES PREDICTED THEY’D GROW BY 25% IN TWO YEARS $2.3 BILLION<sup>CONTRIBUTED</sup> CANADA’S GDPTO ANNUALLY $1.6 BILLION DIRECTLY SPENT BY CANADIAN VIDEO GAME COMPANIES, UP 12.5% FROM 2011
CANADIAN PUBLIC OPINION ABOUT THE VIDEO GAME INDUSTRY IN 2014 62%<sup>OF</sup> CANADIANS BELIEVE THE VIDEO GAME INDUSTRY IS AN INNOVATIVE SECTOR WHICH IS HELPING TO SHAPE THE CANADIAN ECONOMY OF THE FUTURE 55%<sup>OF</sup> CANADIANS BELIEVE THE VIDEO GAME INDUSTRYHASAN OVERALLPOSITIVE IMPACT ON THE CANADIAN ECONOMY 67%<sup>OF</sup> CANADIANS BELIEVE THAT THE VIDEO GAME INDUSTRYPROVIDES GOOD OPPORTUNITIES FORYOUNGPEOPLE CURRENTLY PLANNING THEIR CAREERS 71%<sup>OF </sup> CANADIANS SAY THAT GOVERNMENTS HAVE A ROLE TO PLAY IN CHOOSING WHICH INDUSTRIES WILL DRIVE OUR ECONOMY IN THE FUTURE
59.96 fps 1/5 Canadian Employment Profile 01:38:13 ~~Canadian Employment Profile~~ 31 YEARSOLD - AVERAGEAGE OF EMPLOYEES IN THE VIDEO GAME INDUSTRY $72,500 PER ANNUM AVERAGE SALARY ~~CANADIAN~~ $72,500 PERANNUM AVERAGESALARY IN 2012 ~~Education~~ Renikz ~~DEVELOPERS~~ 65 VIDEO GAME ANDCOMPUTER SCIENCE PROGRAMS AT THE COLLEGE ANDUNIVERSITY LEVEL IN CANADA ~~Hiring~~ ~~AND PUBLISHERS~~ 2,184 POSITIONS ARE EXPECTED TO BE FILLED BETWEEN 2013-2015, MOSTLY AT THE INTERMEDIATE LEVEL 97% OF NEW GRADUATE HIRES ARE MADE FROM WITHIN CANADA Workers in the Canadian video game ~~Training~~ industry are dynamic. They are young‚ 67% OF CANADIANS BELIEVE THAT ONwell paid and highly educated. With THE-JOB MENTORSHIP IS CRITICAL FOR some of the best post-secondary 13km/h ADVANCEMENT IN THE VIDEO GAME INDUSTRY institutions in the country‚ the industry IN FACT, ESAC MEMBERS PROVIDE SEVERAL is helping to train the next generation ON-THE-JOB TRAININGPROGRAMS SUCH AS DEVELOPMENT CONFERENCES, TRAINING iS of creative and technical workers. COURSES ANDCONTINUING EDUCATION ofcreativeandtechnical workers. THROUGH PROGRAMS 62% THROUGH PROGRAMS
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Console games vs. mobile games CANADIAN OVERALL AVERAGE SALARY BY SIZE OF COMPANY CANADIAN VIDEO VIDEO GAME GAME COMPANIES COMPANIES BY BY SIZE SIZE $100‚000 MICRO $80‚000 MICRO MICRO (LESS (LESS THAN THAN 5) 5) - - 54% MEI SMALL (5-99) - 54% $60‚000 34% MEDIUM (100-499) - 9% MEDIUM (100-499) - 9% $40‚000 LARGE (500+) - 4% LARGE (500+) - 4% $20‚000 ~~70,600~~ ~~28,900~~ ~~60,500~~ ~~81,900~~ ~~$71,900~~ average micro small medium large AVERAGE SALARY BY TYPE OF POSITION OVERALL AND LEVEL OF SENIORITY OVERALL EMPLOYMENT EMPLOYMENT BY BY SIZE SIZE OF OF COMPANIES COMPANIES $100‚000 senior intermediate junior $80‚000 MICRO MICRO (LESS (LESS THAN THAN 5) 5) - - 0.3% SMALL (5-99) - 0.3% $60‚000 9.2% MEDIUM (100-499) - 19.4% $40‚000 LARGE (500+) - 68.5% $20‚000 ~~73,10054,60040,300~~ ~~86,50060,50047,000~~ ~~84,80052,300$37,000~~ creative technical business/administrative ~~Canadian industry output snapshot~~ ~~Console games vs. mobile games~~ ~~48% working on titles for consoles~~ ~~16% of total completed projects~~ ~~88.6% of overall industry budgets dedicated to creation of~~ ~~console games~~ ~~66.5% of overall industry revenues~~ ~~$8,728,125 – average development budget for console~~ ~~65 – ~~ ~~average team size for console project~~ ~~84% developing games for mobile~~ ~~43% of total completed projects~~ ~~2.3% of overall industry budgets dedicated~~ ~~to mobile games~~ ~~11% of o
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
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 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.