New report highlights gaming’s positive impacts on Canadians

The new report describes the numerous advantages that the games offer those who play them.

The report, called the “power of the game”, was prepared by Audiencenet on behalf of the Canadian Association of Entertainment Software (ESAC) and global partner organizations representing 20 other countries on six continents. For the report, Audiencenet interviewed 24,000 gamers to find out about their game habits and why they like to play games. In Canada, a total of 1521 people were interviewed, 514 of which were in Quebec and reported this separately.

“This is a reminder that video games, of course, are pleasure, but this is much more,” says Paul Fogolin, president and general director of ESAC in the report. “People play games to improve their mental health and well -being. [for] a sense of community and a source of belonging. They also found that this helps to improve cognitive skills and brain development. All these things are part of the gameplay, and not just a game for entertainment. ”

The image is provided: ESAC

This is evidenced by the fact that 72 percent of Canadian gamers not only say that they play games to have fun, but most of them also report that the games have influenced positive changes in their lives. This includes 68 percent of Canadian respondents who stated that the games give a healthy exit from everyday problems, 70 percent reported that the games force them to feel happier, and 80 percent play to relieve stress and relax. Moreover, 57 percent even noted that the games helped them survive difficult periods in life.

“This is not one of three. It is rather 2 out of 3. These are high numbers,” says Fogolin. “If you told someone that they can get a prescription for something, say, for a medicine that says:“ There is a 70 percent probability that it will make you feel less alarming, this will help you cope with anxiety, this will help you cope with stress, ”you would say:“ Great! Where do I check in?”

Although ESAC and his global partners also published Power of Play report in 2023 Having similar conclusions, Fogolin notes that the publication of 2025 includes many additional data. For example, Power of Play 2025 shows that 51 percent of Canadian gamers are actually women, and men – 49 percent. (Less than one percent of the respondents chose the option “Nebinarny” or “prefer not to speak.”) In addition, 37 percent of respondents were aged 35 to 54, and 35 percent were at the age of 55+, and 27 percent of people from 16 to 34.

The power of the game ESAC

The image is provided: ESAC

In general, these data help to dispel long delusions that the games are intended mainly for boys. The key reason for this is undoubtedly the variety of gaming devices on the market. As the report shows, 52 percent of Canadians play on mobile devices, which makes this platform certainly the most popular and undoubtedly attractive for a wide variety of players. Meanwhile, 25 percent of Canadians play on consoles, 22 percent-on a PC and about one percent use VR harp.

This year, Quebec data are indicated separately from the rest of Canada, which is a difference from the report for 2023. Fogolin says that ESAC specifically asked for this because of the “rich video game” in the province, since it is simultaneously the main center for the development of games in the country and one of the largest in the world, as well as cultural and linguistic differences.

Although he notes that the data is generally comparable between Quebec and the rest of Canada, there are some interesting differences. For example, 58 percent of the residents of Quebec play on mobile devices, which is six percent higher than in Canada as a whole, and 53 percent of the province players are women, which is two percent higher than the average in the country. “It is good to have data for those specialists according to the data who want to plunge in them and say:“ Oh, what's the difference? I wonder why? ” And let's start digging a little.

Another important aspect of the Game Power report is the context of Canada's comparison with all other countries. In this regard, there are some intriguing differences. Perhaps the most noteworthy is that the favorite game genre of Canadians were puzzles: 59 percent, which is higher than the average IRROIC indicator of 50 percent, possibly reflects High level of education in Canada. (Close the top three of the best genres “Action” – 39 percent and “skill and chance” – 30 percent.)

ESAC Game Strength 3

The image is provided: ESAC

But ultimately, Fogolin says that he constantly returns to how the report shows the unifying power of games.

“Seventy -four percent of players in Canada believe that video games can unite by combining different types of people, and at present, more than ever, where you can find a place where people of various layers of society can get together and have fun?” He says.

In this regard, he notes that 51 percent of players use games to stay in touch with loved ones, and 43 percent of the players really met a good friend or a soul mate through games. “The 43 percent indicator really jumps out, because although it may seem low, it is actually less than 50. This does not mean to stay in touch and play with current Friends; These are completely new people. These are people whom you did not know before you started playing video games. This is a powerful moment. “

It is this message that he hopes to convey to people in the Game Power report, especially since There is still no mass understanding of games.

The power of the game ESAC

The image is provided: ESAC

“Unfortunately, there are still negative opinions. Sometimes there is not enough knowledge that the games are not necessarily this positive strength, and that is why we need to continue this work and remind people:“ Well, in fact, the games are not only amazing entertainment, the best form of entertainment, the most profitable entertainment industry in the world, but, by the way, they also unite you with your mental health and all that, ”says it, says all this,” says it. He.

“Therefore, we continue the conversation, and I hope, once, maybe in the distant future, when I will no longer be in this role, we no longer have to do such things. But it is important to continue these conversations.”

The full report can be viewed at ESAC site.


It is worth noting that the Power of Play report was released during the ESAC celebration of his 20th anniversary. Canada Game Industry with a turnover of $ 5.1 billion. As part of this, NEXT LEVEL's in Vancouver Luigi mansion 3 The competition The Great Canadian Game -off won which ESAC spent in partnership with Mobile. Fogolin says that he had people, including his longtime friend who told him that they did not know that many of the games presented in this campaign were Canadian.

“It was one of the reasons to do this – not only to pay tribute to those who participated in the creation of the games, and those who know that these games are made in Canada, but I know that there are many people, such as my friend, whom I did not know about it? I almost could see this sense of pride on his face,” he says.

In the next part of the campaign, Vogolin announces a series dedicated to the veterans of Canadian games. He also says that he is looking forward to seeing which Canadian games can be marked at competitions such as The Game Awards, especially after last year's product production of Saskachevan Balatro was such a hit.

“We are going to continue the conversation, and we will continue to attract fans and creators throughout the country to tell our history, learn more and continue to grow.”

The title image is provided: Shutterstock

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