Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
The Canadian video game industry contributes $5.5 billion to the national GDP.
ESAC successfully secured regulatory exemptions for the gaming industry from the Online Streaming Act and the Online Harms Act by distinguishing games from traditional broadcasting.
Major global entities including Epic Games, Roblox, and Tencent have joined ESAC, strengthening the organization's influence and membership revenue.
Data from 13,000 global players indicates that 76% of Canadian gamers use games to reduce stress and 63% use them to lower anxiety.
46% of Canadian respondents participate in online multiplayer gaming, with 66% of those users reporting positive social interactions.
The industry faces potential headwinds from amendments to the Invest in Canada Act, which may create new restrictions on foreign investment.
The Canadian video game industry contributes $5.5 billion to the national GDP.
ESAC successfully secured regulatory exemptions for the gaming industry from the Online Streaming Act and the Online Harms Act by distinguishing games from traditional broadcasting.
Major global entities including Epic Games, Roblox, and Tencent have joined ESAC, strengthening the organization's influence and membership revenue.
Data from 13,000 global players indicates that 76% of Canadian gamers use games to reduce stress and 63% use them to lower anxiety.
46% of Canadian respondents participate in online multiplayer gaming, with 66% of those users reporting positive social interactions.
The industry faces potential headwinds from amendments to the Invest in Canada Act, which may create new restrictions on foreign investment.