The Canadian video-game industry contributed $5.5 billion to the national GDP in 2021, marking the highest economic output recorded to date.
See it on page 3The sector experienced significant growth between 2019 and 2021, with the number of active studios increasing from fewer than 700 to nearly 1,000.
See it on page 7The industry currently supports 32,000 full-time direct 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 policies to support talent development.
See it on page 7Media outreach initiatives generated approximately 39 million impressions across various platforms, including 42,000 YouTube views totaling over 1,200 hours of consumption.
See it on page 8The 2021 economic study, conducted in partnership with Nordicity, achieved record participation with data provided by over 150 studios.
See it on page 7The Association canadienne du logiciel de divertissement (ALD) presents an overview of its 2022 activities, emphasizing the organization’s mandate to champion the Canadian video‑game sector through policy advocacy, industry research and public‑relations initiatives. Central to the narrative is the 2021 economic study conducted with Nordicity, which quantifies the sector’s contribution to the national economy and underscores its resilience amid pandemic‑induced disruptions.
The study reveals that the industry expanded from fewer than 700 active studios in 2019 to nearly 1 000 in 2021, employing more than 32 000 full‑time workers and supporting an additional 23 000 indirect jobs. Direct output now adds $5.5 billion to Canada’s gross domestic product, the highest level recorded to date. Survey participation reached a record 160‑plus responses, representing over 150 studios that supplied employment and financial data. Diversity and inclusion policies are in place at more than 80 % of studios with 100 or more employees, indicating a sector‑wide commitment to balanced talent pipelines.
Complementary efforts include a bilingual “#MyWhy” vaccination campaign that mobilized seven influencers to produce eight videos, and a newly funded guide outlining electronic‑waste recycling obligations for members. Media outreach, coordinated with Hill & Knowlton Strategies, generated roughly 39 million impressions, 66 000 Twitter impressions, 11 000 Instagram impressions and 42 000 YouTube views, translating into over 1 200 hours of video consumption. Virtual engagements with federal officials covered economic impact, immigration, skills development and cultural funding, while plans are under way for an in‑person “Games on the Hill” event in November 2022.
Overall, the report demonstrates that despite pandemic constraints, the Canadian video‑game industry has continued to grow, diversify and increase its cultural and economic influence, positioning Canada as