Updated Mar 17, 2026 by ESAC – Entertainment Software Association of Canada
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 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.