COMPETITIVE LANDSCAPE
Microsoft maintains its leading position amidst increasing concentration
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.
Big Viking Games focuses on mobile games due to high development costs for major games
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.
Scopely set to acquire Niantic games division and expand the gamer community
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.
Nintendo Switch 2 launch to boost sales of static consoles in 2025
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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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
Growth in video games software offsets the hardware decline, due to continuous innovation
Electronic Arts leverages sports partnerships for NHL game success
Super Mario leverages existing brand recognition with new release
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
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
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
Video games drives growth in toys and games
Cloud gaming continues to reshape the video games landscape
Targeting kidults with collectibles, nostalgia, and adult-themed events
Video games set to lead gains within toys and games
New releases set to drive growth in video games
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
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
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy 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.
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