Competitive Landscape
Roblox Corp Overtakes Legacy Leaders as Mobile and Live-Service Titles Gain Ground
Video games in Canada remained fragmented in 2025. Over the 2020 to 2025 period, Microsoft Canada Corp’s share declined from 9% in 2020 to 8% in 2025, and Electronic Arts Inc moved from 8% to 6% in the same period.
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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 Insights
Video Games Summary
Best Buy Canada Exits Boxed Games as Digital Sales Surge
Nintendo Switch 2 Launch Fuels Hardware and Accessory Growth
Xbox Game Pass Price Hike Prompts Canadians to Reassess Subscriptions
Nintendo Expected to Expand Hardware Ecosystem to Fuel Digital-First Competition
Microsoft and Sony Anticipated to Pivot to Subscriptions as Hardware Renewals Drive Engagement
Major Players Projected to Invest in Subscriptions and Digital Storefronts
Roblox Corp Overtakes Legacy Leaders as Mobile and Live-Service Titles Gain Ground
Platform-Owned Stores Outpace Physical Retail as Digital Spend Accelerates
Platform Ecosystems Push Software Design beyond the Disc
Nintendo Switch 2 Introduces Social Hardware and a New Accessory Ecosystem
Subscription Architecture Matures as Content Strategy Drives Tier Differentiation
Toys and Games in Canada - Industry Overview
2025 Developments
Key Data Insights
Value Gifting and Digital Platforms Reshape Holiday Spending Patterns
Digital-First Ecosystems Drive Video Games Dominance and Growth
Adult Collectors Boost Premium Construction and Nostalgia Lines
Xbox and Playstation Anticipated to Strengthen Digital Subscriptions to Drive Recurring Spend
Nintendo and Lego Expected to Expand Premium Ranges to Capture Kidult and Nostalgia Demand
Mastermind Toys and Toys'r'us Projected to Respond to Seasonal Peaks and Regulatory Change
Lego Canada Inc Outpaces Rivals as Digital and Nostalgia Launches Shift Share
Major Buyouts and Hardware Launches Reshape Digital Gaming Landscape
Digital Platforms and Omnichannel Retailers Accelerate Online Migration
Digital Downloads and Subscriptions Reshape Retail Competition
Innovation Trends Reshape Product Development
Recent Product Innovations Redefine Value
Subscription Revenue and Digital Delivery Shape Business Impact
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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