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Video game market revenue growth in Canada 2018-2027

Video game market revenue growth in Canada from 2018 to 2027

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Source

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Release date

November 2022

Region

Canada

Survey time period

2018 to 2022

Age group

Special properties

digital and physical

Supplementary notes

*Forecast
Data provided by Statista Market Outlooks are estimates

The Video Games segment consists of Physically Sold Video Games and Digital Video Games.
Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores (e.g., at GameStop, Walmart, and Target) or in online-shops as CDs, DVDs, or other solid storage media Digital Video Games encompasses revenues associated with digital game sales (e.g., Steam, Origin, and Blizzard’s Battle.net for PCs and the Xbox Games Store, PlayStation Store, and Nintendo eShop for consoles). Additional downloadable content (DLC) and subscription services are included. The definition covers subscription-based games, e.g., World of Warcraft, as well as free-to-play games with in-game purchases for additional premium content or functionalities, e.g., Fortnite.

Detailed definitions can be found in the individual segments.

All figures are estimate. A detailed methodology can be found in the Statista Market Outlook.

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Statistics on " Video gaming in Canada "

Statistics on Video gaming in Canada

Overview

7

Spending

5

Audiences

7

Gaming behavior

8

Mobile gaming

5

Gaming video content

5

Spotlight: gaming industry

7

Further related statistics

21

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