Video games in Canada continued to be characterised by a fragmented competitive landscape in 2024, with the top five companies representing 38% of value sales, which is marginally above the North American average of 37%. However, the level of concentration increased from 2019 to 2024, with the top five companies accounting for 36% of value sales in 2019.
Canada is home to an array of games developers. Most, however, create games for release by major studios such as Electronic Arts, which was placed second in video games in 2024.
In 2025, Scopely, a mobile games company, is poised to purchase the games division of Niantic, the developer behind popular titles such as Pokémon GO, Pikmin Bloom, and Monster Hunter. This strategic acquisition is anticipated to bolster Scopely's standing as a games developer and create a substantial global gamer community, in line with its emphasis on social experiences.
The most significant product launch of 2025, expected in the middle of the year, is the Nintendo Switch 2 console, which is anticipated to have a significant positive impact on sales of static consoles within video games hardware, and impact the competitive landscape. The delay of its launch, originally scheduled for 2024, has only increased the excitement among the country’s gamers, especially as Nintendo scheduled Switch 2 experience events, including one in Toronto for 25-27 April 2025.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Canada with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Canada, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsThis report originates from Passport, our Video Games research and analysis database.
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