Download Games - Canada

  • Canada
  • Revenue in the Download Games market is projected to reach US$0.39bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.33%, resulting in a projected market volume of US$0.53bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 10.1m users by 2029.
  • User penetration will be 24.8% in 2024 and is expected to hit 24.7% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$40.11 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Canada has been experiencing significant growth in recent years, driven by changing customer preferences and favorable local special circumstances.

Customer preferences:
Canadian customers have shown a strong preference for downloadable games due to their convenience and accessibility. With the increasing popularity of smartphones and tablets, more people are turning to mobile gaming as a form of entertainment. This has led to a surge in demand for downloadable games, as they can be easily accessed and played on these devices. Additionally, the rise of online multiplayer games has also contributed to the growth of the download games market, as players can now connect and compete with others from around the world.

Trends in the market:
One of the key trends in the Canadian download games market is the shift towards free-to-play games with in-app purchases. This business model allows customers to download and play games for free, but offers additional content or features that can be purchased within the game. This trend has gained traction in Canada, as it provides a low barrier to entry for players and allows game developers to generate revenue through microtransactions. Additionally, the increasing popularity of cloud gaming platforms has also impacted the download games market in Canada. These platforms allow players to stream games directly to their devices, eliminating the need to download and install large game files.

Local special circumstances:
Canada's strong gaming culture and tech-savvy population have contributed to the growth of the download games market. The country has a vibrant gaming community, with numerous gaming events and conventions held throughout the year. This has created a supportive environment for game developers and has helped to foster innovation in the industry. Additionally, Canada has a high internet penetration rate, with a large percentage of the population having access to high-speed internet. This has made it easier for Canadians to download and play games online, further fueling the growth of the download games market.

Underlying macroeconomic factors:
The strong growth of the download games market in Canada can also be attributed to favorable macroeconomic factors. The country has a stable economy and a high standard of living, which has allowed consumers to allocate more disposable income towards leisure activities such as gaming. Additionally, the Canadian government has implemented policies to support the growth of the digital entertainment industry, providing tax incentives and grants to game developers. These initiatives have attracted both domestic and international game developers to the country, further driving the growth of the download games market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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