Video Games in Canada

August 2026
USD 1,195
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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
Chart 1 Key Industry Trends for Video Games
Best Buy Canada Exits Boxed Games as Digital Sales Surge
Chart 2 EB Games Canada Relaunches, Refocusing on Hardware, Pre-Owned and Pop Culture
Nintendo Switch 2 Launch Fuels Hardware and Accessory Growth
Xbox Game Pass Price Hike Prompts Canadians to Reassess Subscriptions
Chart 3 Xbox Game Pass Raises the Top Tier, Yet Canadians Keep Subscribing
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
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
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Roblox Corp Overtakes Legacy Leaders as Mobile and Live-Service Titles Gain Ground
Chart 8 Competitive Landscape for Video Games
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Platform-Owned Stores Outpace Physical Retail as Digital Spend Accelerates
Chart 11 Retail Channels 2020-2025
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
Chart 12 Nintendo's Switch 2 Gives Canadians a Reason to Upgrade
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in Canada - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Value Gifting and Digital Platforms Reshape Holiday Spending Patterns
Chart 21 Xbox Game Pass Raises the Top Tier, Yet Canadians Keep Subscribing
Digital-First Ecosystems Drive Video Games Dominance and Growth
Chart 22 EB Games Canada Relaunches, Focusing on Hardware, Pre-Owned, and Pop Culture
Adult Collectors Boost Premium Construction and Nostalgia Lines
Chart 23 Value Sales 2020-2030
Chart 24 Value Sales by Category 2025
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
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Lego Canada Inc Outpaces Rivals as Digital and Nostalgia Launches Shift Share
Major Buyouts and Hardware Launches Reshape Digital Gaming Landscape
Chart 27 Analyst Insight for Toys and Games
Chart 28 Company Shares 2025
Chart 29 Brand Shares 2025
Digital Platforms and Omnichannel Retailers Accelerate Online Migration
Digital Downloads and Subscriptions Reshape Retail Competition
Chart 30 Retail Channels 2020-2025
Innovation Trends Reshape Product Development
Recent Product Innovations Redefine Value
Chart 31 Nostalgia-Led Tamagotchi Feeds the Kidult Segment, Lifting Canada's Toys
Subscription Revenue and Digital Delivery Shape Business Impact
Chart 32 Economic Context for Toys and Games
Chart 33 Real Gdp Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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