ESAC successfully lobbied government officials through its 'Video Games on the Hill' event, which drew 250 participants and 25 Members of Parliament to engage with major publishers including Ubisoft, Nintendo, EA, and Xbox.
Market research conducted with the NPD Group established that over 23 million Canadians are regular video game players, a statistic used to drive national media campaigns and positive press coverage.
The association actively opposed increased industry regulation by testifying before three parliamentary committees and one provincial commission while advocating for favorable economic and tax policies.
ESAC addressed global industry challenges, including loot-box regulation, e-sports, and the WHO’s ICD-11 gaming-disorder classification, through participation in the International Video Game Associations Summit.
The organization expanded its membership base by adding Canadian publishers Codename Entertainment and Kabam, while maintaining a strategic focus on recruiting independent studios and distributors.
A collaborative effort with Microsoft, Sony, and Nintendo resulted in the launch of a bilingual video series designed to promote parental controls and educate families on gaming management.
The Entertainment Software Association of Canada (ESAC) positioned its 2019 annual report as a strategic overview of the organization’s role as the national voice for the Canadian video‑game sector, emphasizing a “members‑first” agenda built on six pillars that include regulatory advocacy, tax‑credit preservation, policy engagement, parental‑control promotion, membership growth and public awareness.
During the fiscal year, ESAC facilitated a record‑breaking “Video Games on the Hill” event that attracted more than 250 participants, including 25 Members of Parliament, and showcased titles from major publishers such as Ubisoft, Nintendo, EA and Xbox. The association also testified before three parliamentary committees and a provincial commission, reinforcing its stance against heightened regulation while urging favourable economic policies. Internationally, ESAC contributed to the International Video Game Associations Summit in Santa Monica, where representatives from ESA, IGEA, UKIE and other bodies debated loot‑box regulation, e‑sports, WHO’s ICD‑11 gaming‑disorder classification and privacy legislation.
Research remains a cornerstone of ESAC’s advocacy. Partnering with the NPD Group, the association confirmed that over 23 million Canadians regularly play video games, a finding leveraged in a nationwide media campaign and in positive coverage across four major newspapers. Public‑relations efforts addressed contentious issues surrounding loot boxes and the ICD‑11 classification, while a bilingual parental‑control video series was launched with Microsoft, Sony and Nintendo to guide families.
Membership stability persisted, with the addition of Codename Entertainment and Kabam as new Canadian publishers, and a continued focus on recruiting independent studios and distributors. The report underscores ESAC’s commitment to shaping policy, enhancing industry visibility and supporting the growth of Canada’s vibrant video‑game ecosystem.