Video Games in Canada

May 2024
EUR 1,125
Request More Information

Delivery:

Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).

This report comes in PDF with additional info in Excel included.

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

Post-pandemic recovery in video games
Changing dynamics and company performance
Challenges in AR/VR adoption
Expanding horizons in gaming
Anticipating the next generation
Thriving e-sports landscape
Table 1 Sales of Video Games by Category: Value 2018-2023
Table 2 Sales of Video Games by Category: % Value Growth 2018-2023
Table 3 NBO Company Shares of Video Games: % Value 2019-2023
Table 4 LBN Brand Shares of Video Games: % Value 2020-2023
Table 5 NBO Company Shares of Video Games Hardware: % Value 2019-2023
Table 6 LBN Brand Shares of Video Games Hardware: % Value 2020-2023
Table 7 NBO Company Shares of Video Games Software: % Value 2019-2023
Table 8 Distribution of Video Games by Format: % Value 2018-2023
Table 9 Distribution of Video Games Hardware by Format: % Value 2018-2023
Table 10 Distribution of Video Games Software by Format: % Value 2018-2023
Table 11 Distribution of Video Games Software (Physical) by Format: % Value 2018-2023
Table 12 Distribution of Video Games Software (Digital) by Format: % Value 2018-2023
Table 13 Forecast Sales of Video Games by Category: Value 2023-2028
Table 14 Forecast Sales of Video Games by Category: % Value Growth 2023-2028

Toys and Games in Canada - Industry Overview

Toys and games in 2023: The big picture
2023 key trends
Competitive landscape
Retailing developments
What next for toys and games?
Table 15 Sales of Toys and Games by Category: Value 2018-2023
Table 16 Sales of Toys and Games by Category: % Value Growth 2018-2023
Table 17 NBO Company Shares of Toys and Games: % Value 2019-2023
Table 18 LBN Brand Shares of Toys and Games: % Value 2020-2023
Table 19 Distribution of Toys and Games by Format: % Value 2018-2023
Table 20 Forecast Sales of Toys and Games by Category: Value 2023-2028
Table 21 Forecast Sales of Toys and Games by Category: % Value Growth 2023-2028

DISCLAIMER

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

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • AR/VR 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
Share:

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

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

NEW REPORT GUARANTEE

If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!

;