A banner image of video game art from games designed in Quebec, Canada

CanadaCA

21 curated sourcesUpdated Oct 2026

You play a lot of Canadian-made games, but you'd never know it. Assassin's Creed, Far Cry and Rainbow Six are built in Quebec, Mass Effect and Dragon Age in Edmonton, EA Sports FC and NHL in Burnaby and, sadly, almost none of it is owned by Canadian companies. Ubisoft answers to Paris, EA to California and, since August 2026, to a Saudi led consortium. The happy exception: Dead by Daylight, which is still independent after ten years. All of it adds 5.1 billion dollars to GDP, a little under half what film and television manage. About 20 million Canadians play, roughly half the country, though that number is a much softer estimate than the studio figures. Canada is better at counting its studios than its players.

Market sizeGDP contribution · 2024

$5.1B

ESAC and Nordicity industry report release via CNW, trade body commissioned study

Identify as gamers

23 million

About 23 million Canadians – roughly 61% of the country’s population – identify as gamers.

  1. CN683 million
  2. US212.3 million
  3. BR59,802,339
  4. JP54.75 million
  5. DE41.2 million
  6. FR40.2 million
  7. UK38 million
  8. CA23 million
  9. KRAbout 20 million
  10. IT14.2 million

Rough scale only. Every market counts players differently, and MENA and IN have no figure.

Entertainment Software Association of Canada (ESAC)

Photograph Games from Quebec

Shape

Research note

Two Canadian player counts circulate, so say whose. ESAC's own site says 23 million Canadians are gamers; the Canada Media Fund's synthesis says around 20 million as of 2025, playing roughly eight hours a week. Neither page states its definition of a player, so quote one with its source and do not read the gap as growth.

ESAC site, trade body, as read 8 Sep 2026

Where players talk

  • Conversation runs inside play itself

    Games conversation runs substantially inside play itself. In ESAC 2022 player survey, 67 percent of Canadian players say games can introduce them to new friends and relationships, 48 percent spent time with people they would not have otherwise, and 38 percent met a good friend or spouse through games.

Research note

Do not assert a Canadian venue hierarchy. The platform hierarchy of Canadian games conversation could not be sourced: ESAC's Essential Facts 2022 release covers social play but publishes no platform venue shares, the Canada Media Fund synthesis covers playtime by demographic but not venues, and Statistics Canada's cultural indicators do not break out games conversation.

Sources checked and found not to contain the needed data, documented gap

Where the data lives

The seven places to open first. The full list of 21 is at the bottom of the page.

  • Free

    ESAC industry reports

    ESAC industry reports. The trade body Nordicity conducted economic studies give studio counts, employment by province, salaries, GDP contribution and export share for the production sector, the standard reference on Canada as a maker of games.

  • ESAC player research

    ESAC player research. The trade body player survey series gives Canadian player counts, demographics, habits and attitudes.

  • Ontario Creates OIDMTC

    Ontario Creates OIDMTC pages. The provincial agency pages give the credit rules, rates and eligibility tracks, and its certification role makes it the reference point for Ontario games production support.

  • British Columbia IDMTC

    British Columbia IDMTC page. The province tax page states the current credit rate and eligibility for interactive digital media, the primary record for British Columbia games production support.

  • Investissement Québec tax sheets

    Investissement Quebec tax measure sheets. The agency fiches detaillees state the terms of Quebec credits including the CDAE, in French, the primary reference for the province at the centre of Canadian games production.

  • Canada Media Fund research

    Canada Media Fund research and Perspectives. The public private fund publishes free games relevant research syntheses with footnoted sources, and its funding programs reach interactive digital media, a federal complement to provincial production data.

  • The State of Video Gaming (Ball, Epyllion)

    The State of Video Gaming, Matthew Ball and Epyllion. A free annual analyst presentation with market sizing, participation and platform charts for most major markets, useful for cross market comparison that no single free source provides. It aggregates many vendors rather than applying one methodology, so treat figures as the analyst assembly they are and cite the underlying source where the deck names one.

People

1 of 1

  • Johanna Weststar

    Associate Professor, Western University

    The academic behind the IGDA Developer Satisfaction Survey and long-running work on collective organising among game workers, so she is the route to peer-reviewed evidence rather than survey headlines.

    Games labourLinkedIn

Communities

No communities are held for Canada yet

Use the games-specific subreddit and official-Discord techniques; the English-language discourse mixes with the US's, and the French-language layer needs French search.

Suggest a community

21 curated sources for Canada

Research it yourself

These rows

Type
Language
Cost

1 of 1 sources

NameWhat it lets you find outTypeCostMarkets
Circana (ex-NPD)US physical+digital games retail tracking. Monthly US charts via analyst social posts. PlayerPulse, its monthly survey of US players aged 13 and over, gives per-title player demographics including age, and the Player Engagement Tracker counts weekly US players per title; both surface only through analyst posts unless you subscribe. US-centric, and digital coverage depends on publisher participation. Enterprise pricing is custom. Some free press releases.Sales trackingPaid
  • CA
  • US