Online Games - Canada

  • Canada
  • Revenue in the Online Games market is projected to reach US$362.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.72%, resulting in a projected market volume of US$457.00m by 2029.
  • In the Online Games market, the number of users is expected to amount to 7.8m users by 2029.
  • User penetration will be 18.8% in 2024 and is expected to hit 19.3% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$49.37 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

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

Customer preferences:
Canadian consumers have shown a growing preference for online gaming, with an increasing number of individuals engaging in gaming activities. This can be attributed to several factors, including the convenience and accessibility of online gaming platforms, the availability of a wide range of game genres, and the social aspect of online gaming, which allows players to connect with friends and other gamers from around the world.

Trends in the market:
One of the key trends in the Canadian online gaming market is the rise of mobile gaming. With the proliferation of smartphones and the increasing availability of high-speed internet, more Canadians are turning to mobile devices as their primary gaming platform. This trend is further fueled by the development of highly immersive and visually appealing mobile games, as well as the introduction of cloud gaming services that allow players to stream games directly to their mobile devices. Another trend in the market is the growing popularity of eSports. eSports refers to organized competitive gaming events, where professional gamers compete against each other in popular online games. In Canada, eSports tournaments and leagues have gained significant traction, attracting large audiences and generating substantial revenue through ticket sales, sponsorships, and media rights. This trend is driven by the increasing recognition of eSports as a legitimate form of entertainment and the growing interest in competitive gaming among Canadian consumers.

Local special circumstances:
Canada's multicultural population contributes to the diversity of the online gaming market. Different ethnic groups in Canada have their own gaming preferences, which has led to the development of niche gaming communities and the localization of certain game titles. This creates opportunities for game developers and publishers to cater to specific segments of the Canadian market and tailor their offerings to the preferences of different cultural groups.

Underlying macroeconomic factors:
The growth of the Online Games market in Canada is supported by favorable macroeconomic conditions. Canada has a strong and stable economy, with a high level of disposable income among its population. This allows Canadian consumers to spend more on leisure activities, including online gaming. Additionally, the widespread availability of high-speed internet and the continuous investment in digital infrastructure by the Canadian government have created an environment conducive to the growth of the online gaming industry. In conclusion, the Online Games market in Canada is experiencing growth due to changing customer preferences, emerging trends such as mobile gaming and eSports, local special circumstances like multiculturalism, and favorable macroeconomic factors. As these factors continue to evolve and develop, the online gaming market in Canada is expected to further expand in the coming years.

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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