Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
Financial · January 1, 2022
Published by ESAC – Entertainment Software Association of Canada
The Entertainment Software Association of Canada’s 2022 annual report presents a comprehensive overview of the sector’s health, advocacy work and public‑facing initiatives during a year still shaped by the COVID‑19 pandemic. Central to the narrative is the conclusion that Canada’s video‑game industry not only withstood pandemic‑related disruptions but accelerated its contribution to the national economy, emerging as a “national champion” with global impact. The 2021 economic impact study, conducted by Nordicity, surveyed more than 160 studios—the largest dataset since the study’s inception—and incorporated data from over 150 member companies. Findings reveal an expansion from just under 700 active studios in 2019 to close to 1,000 in 2021, supporting 32,000 full‑time employees and an additional 23,000 indirect jobs. The sector’s contribution to GDP rose to $5.5 billion, the highest level recorded, while more than 80 % of studios employing 100 + staff reported having diversity‑and‑inclusion strategies. Media outreach amplified these results, with a coordinated campaign that generated 194 media hits, reached nearly 39 million impressions, and secured 42 000 bilingual video views amounting to 1 213 hours of watch time. Parallel efforts included a bilingual “My Why” vaccine‑promotion series featuring seven influencers, and the publication of a nationwide e‑waste recycling guide to assist members in meeting provincial obligations. Advocacy activities spanned virtual parliamentary engagements with senior policy officials, ongoing dialogue on immigration, skills development and digital‑learning curricula, and participation in think‑tank panels. Collectively, these actions underscore the association’s role in shaping a favorable regulatory environment, fostering industry growth, and highlighting the social benefits of gaming across Canada.
Table of Contents Table of Contents Message From The President and CEO Message From The President and CEO .............................................3 Message From The Chair ...................................................................4 PHAC My Why......................................................................................5 Recycling Guide .................................................................................6 Economic Study .................................................................................7 Media Relations .................................................................................8 Thought Leadership ..........................................................................9 Government Relations .....................................................................10 Management’s Discussion and Analysis ........................................ 13 Independant Auditors’ Report .........................................................14
Message From The President and CEO The Entertainment Software Association of Canada’s (ESAC) mandate is to promote and protect the interests of Canada’s video game industry from coast to coast. By engaging with governments across the country and advocating for the best possible environment to make and publish video games, our efforts continue to result in policies that are increasing job creation and corporate investment in Canada’s video game industry. In fiscal 2022 our elevated engagement with the media has resulted in dozens of articles and news pieces highlighting the many positive benefits of both video games on Canadians and of the video game industry on the Canadian economy. Fiscal Year 2022 has been another unfortunate one, with COVID-19 pandemic measures, lock downs and closures impacting industries across Canada, including our own. It has been another year of not seeing industry peers and friends in person. Another year of missing our industry’s biggest events; and another year advocating for our industry via digital means and media. While most of us did not expect a second year of the pandemic I am pleased to report that our industry continues to thrive in the face of these challenges we all continue to face. With our continued partnership with Nordicity and the generous and incredibly valuable information that industry from across Canada shared, we completed and launched our latest economic study, Canada’s Video Game Industry in 2021. The study would not have been possible without the overwhelming response from more than 150 game studios that provided their employment and financial data; allowing Nordicity to complete their economic impact analysis.
d and launched our latest economic study, Canada’s Video Game Industry in 2021. The study would not have been possible without the overwhelming response from more than 150 game studios that provided their employment and financial data; allowing Nordicity to complete their economic impact analysis. What the 2021 study found was an industry that was thriving in the most challenging of times. One that embraced its digital underpinnings and reached both its employees and consumers mostly without physical contact. With close to 1,000 studios from coast to coast, Canada’s video game industry now employs more than 32,000 full-time talented individuals, while supporting an additional 23,000 indirect jobs. Now contributing $5.5b to the country’s GDP, Canada’s video game industry is a national champion that is truly making a global impact. Games made in Canada by Canadian talent continue to dominate global sales charts, raise brand awareness, be rooted in cultural significance, and involve innovative leaps forward. But most importantly games continue to play a role in keeping people connected, improving the mental health of those who enjoy our products and giving parents an outlet to spend more time with their children in their own environments.
in cultural significance, and involve innovative leaps forward. But most importantly games continue to play a role in keeping people connected, improving the mental health of those who enjoy our products and giving parents an outlet to spend more time with their children in their own environments. If the past two years have done anything for video games, it is that they have allowed the industry to reach a level of mainstream significance we have always felt we deserved. Our industry joins music and cinema, as leading creative forms of entertainment where people can fully immerse themselves in worlds and stories unlike ever before. Each one of us should be proud of what we do each day and of the impact our contributions make on the lives of our players. As we move to a more “normal” post-pandemic world I look forward to seeing everyone in-person again soon at industry events across the country and around the world. While we have all professionally risen to the challenge of the past two years, there is still no real substitute for in-person relationships. Take care and see you soon. Jayson Hilchie President & CEO
Message From The Chair Canada is home to one of the world’s most vibrant video game industries. The Entertainment Software Association of Canada (ESAC) is the voice of Canada’s video game industry and serves its member companies by engaging on relevant issues with government and public policy stakeholders nationally and internationally. The role of the ESAC Board (Board) is to ensure good governance of ESAC with respect to activities carried out in support of our industry. The Board provides oversight of ESAC and supports its strategic direction to ensure that the organization’s activities benefit all members. As the board and staff of ESAC enter into the development of our next three-year strategic plan, I am proud of the work the organization has done this past fiscal. In another tough and challenging year of COVID lockdowns and restrictions, our ability to be out in the public realm was once again severely limited. And even still I am happy to report that ESAC made tremendous strides in promoting the positive impacts of the video game industry to both policy makers across the country and to the media. In fact, our economic study launch in November 2021 recorded the most media hits of any launch we have ever done. A fantastic achievement in the face of an incredibly competitive media landscape where multiple industries are competing to get their messages out.
across the country and to the media. In fact, our economic study launch in November 2021 recorded the most media hits of any launch we have ever done. A fantastic achievement in the face of an incredibly competitive media landscape where multiple industries are competing to get their messages out. Not only did the dissemination of the economic impact study exceed our goals as a board, the study itself exceeded everyone’s expectations with respect to the continuing growth of Canada’s video game industry. In a period of broad-based economic contraction, physical store closures, supply chain challenges and competition for entertainment dollar, video games continue to fill a void with consumers by helping them connect with their friends, improve their well-being and find enjoyable entertainment. Perhaps this was most notable with respect to the impressive growth of our development industry during the pandemic. Canada’s industry continued to add new studios, talented developers, and direct GDP impact to the economy. Now pushing $5.5b in economic impact, our industry is one of the world’s most important and vibrant. And it is our job as ESAC’s board to ensure that the association continues to work hard to protect the business environment for making games in this country and to promote the positive impacts games have on our players.
The 2024 Annual Report for the Entertainment Software Association of Canada (ESAC) outlines the organization’s strategic achievements in advocacy, regulatory affairs, and industry promotion during a period of significant legislative activity. The primary thesis emphasizes the industry’s resilience and its successful efforts to secure exemptions from restrictive Canadian regulations, specifically the Online Streaming Act and the Online Harms Act. By demonstrating the efficacy of existing self-regulatory tools like the ESRB rating system and parental controls, ESAC successfully argued that video games differ fundamentally from traditional broadcasting and require distinct policy considerations. Geographically focused on Canada with a global collaborative scope, the report highlights the industry’s substantial economic footprint, contributing $5.5 billion to Canada’s GDP. Key data points from the "Power of Play" survey, which sampled 13,000 players across 12 countries, reveal the social and emotional drivers of gaming in Canada. Findings show that 74% of Canadians play for fun, while 76% use games to reduce stress and 63% to lower anxiety. Furthermore, 46% of Canadian respondents engage in online multiplayer experiences, with 66% reporting positive social interactions. The report details ESAC’s expanded influence through the addition of major global members, including Epic Games, Roblox, and Tencent. It also reviews international engagement through the Global Video Game Coalition and the hosting of the Global Video Game Associations Policy Summit in Montreal. While celebrating these successes, the analysis notes ongoing challenges, such as amendments to the Invest in Canada Act that may restrict foreign investment. Methodologically, the report relies on member surveys, economic impact studies, and case studies to advocate for the "transformative power" of games in sectors like education, healthcare, and physical therapy. Financially, ESAC reports a strong position, benefiting from increased membership revenue and a virtual operating model.
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.
The 2023 annual review underscores a year of extraordinary expansion for Canada’s video‑game industry, positioning the nation as a pre‑eminent global hub for development talent and creative output. Canadian studios not only captured a record share of international awards and critical praise, but also deepened export revenues, reinforcing the sector’s contribution to the broader digital economy. Concurrently, the industry association intensified its advocacy agenda, securing more favourable regulatory frameworks and advancing diversity, equity and inclusion initiatives that aim to broaden participation across the workforce. Financial analysis reveals that the Canadian Entertainment Software Association (ALD) concluded the fiscal year with a substantial surplus, reflecting both robust membership growth and effective cost management. The surplus enabled the organization to maintain flat membership fees for existing constituents while expanding its full‑time staff, thereby enhancing service delivery and policy‑making capacity. This fiscal stability signals confidence among stakeholders and provides a solid foundation for future strategic investments. Geographically, the findings pertain to the Canadian market, encompassing all provinces and territories, and cover the calendar year 2023. The scope spans development studios, publishing entities, and ancillary service providers within the interactive entertainment ecosystem, as well as the association’s governance and advocacy functions. Overall, the data illustrate a thriving, financially sound industry that is both internationally competitive and increasingly inclusive, supported by an association that leverages its surplus to reinforce member value and influence public policy.
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.