Canada’s video-game industry contributed $5.5 billion to the national GDP in 2021, marking the highest level of economic impact recorded to date.
See it on page 3The number of active studios in Canada grew from just under 700 in 2019 to nearly 1,000 by 2021.
See it on page 7The sector currently supports 32,000 full-time employees and an additional 23,000 indirect jobs.
See it on page 3Over 80% of studios with 100 or more employees have implemented formal diversity-and-inclusion strategies.
See it on page 7A 2021 economic impact study conducted by Nordicity utilized data from over 160 studios and 150 member companies, representing the largest dataset in the study's history.
See it on page 7The Entertainment Software Association of Canada’s 2022 media outreach campaign generated 194 media hits and reached nearly 39 million impressions.
See it on page 8The 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.