The Canadian video game industry successfully lobbied to be excluded from the revised Canadian Broadcasting Act, avoiding tens of millions of dollars in potential royalties and regulatory burdens.
Approximately 23 million Canadians—61% of the population—are regular gamers, with 58% of adults and 80% of adolescents increasing their playtime during the pandemic.
The industry maintained operational continuity during 2021 as 30,000 employees transitioned to remote work without disrupting the majority of scheduled game releases.
Consumer spending shifted during the pandemic, with disposable income previously allocated to cinema and travel redirected toward interactive entertainment.
Industry advocacy efforts in 2021 included virtual parliamentary engagement, targeted media campaigns in The Globe and Mail, and the implementation of a legally vetted return-to-work guide.
The sector continued its investment in talent development by hosting a student competition that attracted 20 entries and awarded a $6,000 prize.
The 2021 annual review underscores the emergence of video‑games as a pivotal social and economic force within Canada, where roughly 61 % of the population—about 23 million people—engage in regular play. Pandemic‑era surveys reveal that 58 % of adult gamers and 80 % of adolescents increased their gaming time, while disposable income previously allocated to cinema and travel was redirected toward interactive entertainment, positioning gaming as the dominant medium in the national leisure landscape.
Advocacy and industry support intensified throughout the year. The association shifted to virtual engagement with parliamentarians, deployed a paid Globe and Mail advertisement, and produced a targeted video message to maintain policy visibility during COVID‑19. A new content‑manager bolstered digital capacity, and coordinated outreach—including bi‑weekly provincial briefings, a monthly liaison call with provincial bodies, and a legally vetted return‑to‑work guide—facilitated the successful exclusion of video‑game developers and console manufacturers from the revised Canadian Broadcasting Act, averting potential royalties amounting to tens of millions of dollars and avoiding additional regulatory burdens.
Operational resilience was demonstrated as approximately 30 000 industry employees transitioned to remote work without disrupting the majority of scheduled releases. Financial stewardship met all set objectives, remaining within budget while expanding strategic initiatives. The sixth‑year student competition attracted 20 entries, awarding a $6,000 prize, reflecting ongoing investment in talent development and community engagement across the Canadian gaming sector.