Nearly three-quarters of Canadian gamers are over 18 – and more than half identify as female
Published May 02, 2026 • Last updated 11 minutes ago • 5 minute read

If you like to play video games, you’re in good company.
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About 23 million Canadians – roughly 61% of the country’s population – identify as gamers, according to the Entertainment Software Association of Canada, the national, non-profit trade association that represents the Canadian video game industry.
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While this might not be surprising to many, nearly three-quarters of players are over the age of 18 – contradicting the common stereotype of a medium dominated by kids, tweens and young teens.
“Gaming is so popular in Canada because it blends entertainment, technology, storytelling and social connection, giving people a way to compete, collaborate and escape into immersive worlds that keep evolving,” says Carl-Edwin Michel, creator and executive producer of the Canadian Game Awards, which take place May 21 at Metro Convention Center’s John W.F. Bassett Theatre in Toronto.
In fact, more people aged 55 and older (35%) play games than those aged 16 to 34 (27%). The average age of a gamer is now 41, globally, according to the Entertainment Software Association’s latest Power of Play report.
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“The number of older adults who play games may be surprising, but it makes sense as gaming has become more accessible and diverse,” Michel explains. “Older generations who grew up with early games have stayed engaged while also using games for relaxation, mental stimulation and social connection.”

Smartphone most popular gaming platform in Canada
The explosion in mobile gaming helps “level up” a player’s age. That is, while millions of Canadians own a console (like Nintendo Switch 2, PlayStation 5 or Xbox Series S/X), or game on a PC, the smartphone is by far the most popular gaming platform in Canada, with 52% of Canadians surveyed choosing mobile as their primary device for gaming.
In other words, whether you’re slaying beasts in a fantasy role-playing game on your TV, matching colourful candies on your phone, or a daily Wordle player on a computer, a gamer is a gamer.
Just as interesting, perhaps, is the fact 51% of Canadian players identify as female – disproving the popular misconception about game players being mostly male.
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The 2025 Power of Play report surveyed 24,216 active players (ages 16 and older) across 12 countries, including 1,521 Canadians.

Canada a major player
The Canadian video game industry employs about 32,300 full-time employees and contributes more than $5.5 billion to the country’s GDP, according to the Entertainment Software Association of Canada (ESAC).
“We have one of the strongest development ecosystems in the world,” ESAC President and CEO Paul Fogolin confirms. “With studios across the country, a highly skilled workforce, and the right mix of policy support and creative talent, Canada has become a global hub for video game development.”
“That proximity to creation matters – when games are being made here, it deepens engagement and pride in the industry at home,” Fogolin says.
“It is in this spirit that we are so proud to celebrate the remarkable achievements and innovation happening right here at home,” adds Michel, referring to the Canadian Game Awards, which will also be streamed online via its official YouTube channel and Instagram.
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Bigger than Hollywood?
According to Dentsu and GWI’s State of Gaming Report published in late 2024, the global gaming industry reached nearly US$184 billion in market value – far exceeding the combined revenue of the film industry (roughly US$34 billion) and music industry (almost US$29 billion).
Let that sink in for a moment.
Granted, there are a couple of caveats to consider here, such as the fact video game revenue includes in-game microtransactions (in-app purchases) and not just the initial sale of the game, whereas a movie release relies on a one-time ticket purchase.
Speaking of movies, this comparison is against only the global theatrical box office and excludes all revenue from TV streaming subscriptions, home video sales, and DVDs/Blu-ray discs.
Still, wow.
The report also states the global gaming population sits at about 3.38 billion, estimated to be more than 3.5 billion today, largely driven by mobile gaming, with Asia holding the largest share of gamers at roughly 1.5 billion, followed by Europe (715 million), Latin America (420 million) and North America (285 million).
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Video game industry often overlooked
Despite its massive size, why doesn’t the video game industry seem to get the respect and recognition it deserves?
“I do think that’s changing, but there’s still a perception gap,” Fogolin says. “Film, TV and music have been part of our cultural conversation for much longer, and people instinctively understand their impact. Video games, despite their scale, are often still seen through a narrower lens.”
“And because video games are interactive, they don’t always fit neatly into how we traditionally talk about media and culture,” continues Fogolin. “Musicians and actors are household names – in the games industry, creators take a back seat to the games themselves, so while a select few creators receive recognition, the celebrity element isn’t there in the same way.”
Fogolin says a shift is happening, as more people recognize the cultural and economic impact of video games, “and as the industry continues to lead in areas like technology and digital experiences – the level of recognition is catching up.”
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Chris Morris, a veteran gaming and technology reporter, argues the video game industry is a lot more respected and recognized than some narratives suggest.
“That feeling of disrespect seems born from the underdog status the industry has historically had – and I think it’s largely a feeling that’s held by hardcore gamers or console purists,” Morris says.
“The explosion in mobile gaming is proof enough that this industry is appreciated and respected by a mainstream audience,” Morris adds. “They might not refer to themselves as ‘gamers,’ but they probably don’t refer to themselves as ‘cinephiles’ either, even if they enjoy movies.”

Industry ‘IICONS’ in Sin City
Hosted by the ESA, the inaugural Interactive Innovation Conference (IICON) took place at the Fontainebleau Resort in Las Vegas last week.
Yours truly moderated a pair of panels with industry experts.
This invitation-only summit was designed for C-suite executives and senior leaders to explore how interactive entertainment and video game technologies are transforming business, technology and culture – across several other industries, including health, finance, sports, news and education.
Notable headliners included Electronic Arts CEO Andrew Wilson, Ubisoft CEO Yves Guillemot and Take-Two Interactive CEO Strauss Zelnick.
Take-Two Interactive is the parent company to highly successful brands like 2K, 2K Sports, Zynga, and the jewel in the crown, Rockstar Games, the publisher responsible for one of the most eagerly anticipated video games in years, Grand Theft Auto VI, slated for a Nov. 19 launch.
– Marc Saltzman is the host of the Tech It Out podcast and is the author of the book, Apple Watch For Dummies (Wiley)
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