Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
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.
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.