The Canadian video game sector contributed $5.5 billion to the national GDP in 2024, supported by a resilient, virtual-first operational model.
The industry successfully secured exemptions from the Streaming Act levy and the Online Harms Act, signaling significant growth in its regulatory and political influence.
Major global publishers including Epic Games, Roblox, and Tencent joined the association, driving revenue beyond forecasts and expanding the sector's reach.
A global survey of 13,000 players identified that 74% of Canadian gamers prioritize fun, 43% seek mental stimulation, and 28% value exploration.
The association achieved its first full pre-pandemic budget, allowing for increased investment in initiatives like 'Le pouvoir du jeu' and updated parental-control resources.
Future strategic priorities include maintaining a virtual-first operating model and advancing diversity and inclusion through partnerships with organizations like QueerTech.
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.