Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
Financial · March 1, 2024
Published by ESAC – Entertainment Software Association of Canada
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.
TABLE OF CONTENTS MESSAGE FROM THE PRESIDENT ................................................................................................................................. 3 MESSAGE FROM THE CHAIR.............................................................................................................................................. 4 POWER OF PLAY......................................................................................................................................................................... 5 BEYOND ENTERTAINMENT ................................................................................................................................................. 6 GLOBAL VIDEO GAME ASSOCIATIONS SUMMIT MONTREAL 2023...................................................... 7 GLOBAL VIDEO GAME COALITION................................................................................................................................ 8 VIDEO GAMES ON THE HILL 2023.................................................................................................................................. 9 GOVERNMENT RELATIONS ............................................................................................................................................... 10 DIVERSITY, EQUITY AND INCLUSION ........................................................................................................................ 11 MEMBERSHIP .............................................................................................................................................................................. 12
......................................................................................................... 11 MEMBERSHIP .............................................................................................................................................................................. 12 MANAGEMENT’S DISCUSSION AND ANALYSIS................................................................................................. 13
MANAGEMENT'S DISCUSSION AND ANALYSIS MESSAGE FROM THE PRESIDENT The past year has been a turbulent one for the video game industry, but through our collective efforts, we’ve emerged stronger and more resilient than ever before. We’ve grown our membership, achieved several significant policy outcomes, and continued to tell our positive story across the country. I’m delighted to share some significant victories that we’ve achieved together: First, our industry received a notable exemption from Canada’s Online Streaming Act. This exemption not only validates our commitment to Canada but also acknowledges the unique nature of interactive entertainment. It’s a testament to our ongoing efforts to ensure a fair and productive regulatory environment for the production, publishing and distribution of games in Canada. Secondly, video games were omitted from Canada’s Online Harms Act. This achievement underscores our dedication to self-regulation and reinforces our stance against harmful content. By working closely with policymakers and stakeholders, we’ve demonstrated the positive impact of collaboration in shaping policies that balance innovation with accountability. Our collective work over years to ensure that government policy makers understood the many ways our industry is working to ensure safe play was ultimately the key to our success on this file. Whether it is the ESRB ratings system, parental controls on consoles and a myriad of ways companies are working on individual games to ensure players, especially children, are protected and enjoy the most interactive entertainment experiences that exist.
mately the key to our success on this file. Whether it is the ESRB ratings system, parental controls on consoles and a myriad of ways companies are working on individual games to ensure players, especially children, are protected and enjoy the most interactive entertainment experiences that exist. Moreover, I’m proud of the work of my team and our global collaborators in hosting the Global Associations Policy Summit in Montreal. This gathering provided a platform for industry leaders, policymakers, and advocates to engage in meaningful discussions on the future of our industry. Our role as hosts not only showcased Canada’s industry leadership but also strengthened our position as a driving force in shaping global policies. Members were treated to not only an amazing city and venue, but tours of publishers and developers that helped them understand how incredible the Quebec industry truly is. Furthermore, our October Parliamentary Day was a resounding success. Through productive dialogues and insightful exchanges, we reaffirmed our commitment to fostering positive relationships with government officials and key stakeholders. These engagements are instrumental in promoting a favorable regulatory environment that supports continued growth and innovation within our industry. This event is the core of our advocacy work. By bringing together ESAC and our members together in meetings we make the maximum impact. The results I have already highlighted prove this fact and I look forward to our next event.
nt that supports continued growth and innovation within our industry. This event is the core of our advocacy work. By bringing together ESAC and our members together in meetings we make the maximum impact. The results I have already highlighted prove this fact and I look forward to our next event. Lastly, I’m excited to share the results of our groundbreaking report, “Beyond Entertainment – The Transormative Power of Video Games.” This comprehensive study highlights how video games are positively impacting society across various domains, from education and healthcare to social inclusion and mental wellbeing. By shedding light on the transformative power of games and game technologies, we’re redefining perceptions and driving meaningful change on a global scale. As we celebrate these achievements, let’s remain steadfast in our commitment to excellence and innovation. Together, we have the opportunity to shape the future of Canada’s video game industry and solidify our position as the most important form of entertainment on the market! Thank you for your unwavering dedication and contributions to our shared success. Warm regards, Jayson Hilchie President & CEO theESA.ca.
MANAGEMENT'S DISCUSSION AND ANALYSIS MESSAGE FROM THE CHAIR Dear Members, Over the past year the video game industry has encountered its fair share of challenges. From navigating regulatory landscapes to adapting to changing consumer trends. However, amidst these challenges, we have also shown our resilience, and demonstrated the value that collective organizations like the Entertainment Software Association of Canada (ESAC) can play in bringing the industry together to accomplish remarkable feats. I’m pleased to highlight some significant milestones that we’ve achieved together: The expansion of our membership to include esteemed companies such as Epic, Roblox, and Tencent has strengthened the organization considerably. Their inclusion not only enriches our collective expertise but also underscores the industry’s vibrant and diverse ecosystem. Together, we’re stronger and more capable of driving innovation and growth in the ever-evolving landscape of interactive entertainment. Our collective efforts to ensure that governments recognize the video game industry as a positive force have yielded tangible results. Through advocacy, education, and collaboration, we’ve successfully conveyed the immense societal and economic value of our industry. By fostering constructive relationships with policymakers, we’ve positioned ourselves as trusted partners in shaping policies that foster innovation, promote consumer safety, and drive economic prosperity.
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.
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 2024 annual review presents a comprehensive assessment of Canada’s video‑game sector, emphasizing its expanding regulatory influence, economic contribution and strategic diversification. Central to the analysis is the successful negotiation of two key exemptions—removal of the industry from the Streaming Act levy and exclusion from the Online Harms Act—demonstrating the sector’s growing political clout. The accession of major global publishers, notably Epic Games, Roblox and Tencent, further amplifies the association’s reach and underscores Canada’s emergence as a hub for gaming innovation and talent. A worldwide survey of 13 000 players across twelve nations reveals that 74 % of Canadian gamers prioritize fun, while 43 % cite mental stimulation and 28 % value exploration, highlighting a multifaceted consumer motivation profile that informs product development and marketing strategies. High‑impact initiatives such as exclusive Unreal Engine‑driven studio tours in Montreal, the second Geneva Day of the Global Video Game Coalition securing United Nations‑level recognition, and the Ottawa “Jeux vidéo sur la Colline” summit collectively reinforced the sector’s cultural, social and economic significance, quantified at a $5.5 billion contribution to national GDP. Financially, the Canadian Entertainment Software Association achieved its first full pre‑pandemic budget while operating virtually, generating cost efficiencies that funded supplemental programs including “Le pouvoir du jeu” and an overhaul of parental‑control video resources. Membership growth, driven by the inclusion of Roblox and Epic Games, propelled revenues beyond forecasts and validated the association’s diversification strategy. Looking ahead, the organization intends to retain its virtual‑first operating model and continue advocacy for regulatory, economic and security policies that sustain industry expansion, while deepening diversity, equity and inclusion efforts through partnerships such as QueerTech and a cross‑industry equity working group. The report thus positions Canada’s interactive entertainment ecosystem as a resilient, globally connected, and policy‑savvy contributor to the broader digital economy.
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.