Video Games in Canada

June 2025
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Overview:

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.

The Video Games in Canada report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Canada?
  • Which are the leading brands in Video Games in Canada?
  • How are products distributed in Video Games in Canada?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Canada?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Canada - Category analysis

KEY DATA FINDINGS

Video games software drives growth, driven by established brands
Chart 1 Key Trends 2024
Growth in video games software offsets the hardware decline, due to continuous innovation
Electronic Arts leverages sports partnerships for NHL game success
Chart 2 Electronic Arts Releases NHL 25
Super Mario leverages existing brand recognition with new release
Chart 3 Super Mario Party Jamboree Released Exclusively for the Nintendo Switch
Adoption of cloud gaming services impacts video games
Video games set to experience growth, driven by both software and hardware
Gaming headsets will see dynamism as technology improves and adoption increases
The continued rise of cloud gaming as infrastructure improves
Chart 4 Analyst Insight
E-sports set to boost demand for video games
Microsoft maintains its leading position amidst increasing concentration
Big Viking Games focuses on mobile games due to high development costs for major games
Chart 5 YoWorld Mobile Game Developed by Canada-Based Big Viking Games
Scopely set to acquire Niantic games division and expand the gamer community
Nintendo Switch 2 launch to boost sales of static consoles in 2025
Retail e-commerce dominates video games, and maintains its rising trend
The immediacy of offline purchases remains popular among many consumers
Best Buy partners with Bell for express store expansion

Toys and Games in Canada - Industry Overview

Video games drives growth, driven by video games software
Chart 6 Key Trends 2024
Video games drives growth in toys and games
Cloud gaming continues to reshape the video games landscape
Chart 7 Xbox Cloud Gaming Sees Rising Popularity
Targeting kidults with collectibles, nostalgia, and adult-themed events
Chart 8 Lego Releases Jabba’s Sail Barge Set
Chart 9 Analyst Insight
Video games set to lead gains within toys and games
New releases set to drive growth in video games
Chart 10 Long-Awaited Nintendo Switch 2 Set to Drive Growth
Incorporation of AI set to drive growth for categories within traditional toys and games
Low birth rate will drive a focus on kidults and licensing
Economic tariffs will provide opportunities for Canadian brands
Top companies maintain or expand their shares in toys and games
Spin Master's PAW Patrol expansion drives sales among children
Chart 11 PAW Patrol Range Extended with the Rescue Wheels Sub-Series
Recent acquisitions affect the competitive landscape, with more changes to come
Nintendo Switch 2 launch to boost sales of static consoles in 2025
Retail e-commerce sees a rising trend across categories, although offline retail remains important
Mastermind Toys repositions with a focus on retail e-commerce and kidults
Bee You Kids uses its online platform to ensure its toys reach a wide audience
Chart 12 Real GDP Growth and Inflation 2019-2029
Chart 13 PEST Analysis in Canada 2024
Chart 14 Key Insights on Consumers in Canada 2024
Chart 15 Consumer Landscape in Canada 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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