Esports - Canada

  • Canada
  • In Canada, revenue in the Esports market is projected to reach US$138.9m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.92%, leading to a projected market volume of US$185.2m by 2029.
  • The largest market within this market in Canada is Esports Betting, which is anticipated to have a market volume of US$108.3m in 2024.
  • While most revenue is generated the United States, the Esports market in Canada is also experiencing significant growth.
  • By 2029, the number of users in the Esports market in Canada is expected to reach 15.2m users.
  • User penetration in Canada will be 32.3% in 2024 and is projected to increase to 37.4% by 2029.
  • Additionally, the average revenue per user (ARPU) in Canada is expected to amount to US$10.98.
  • Canada's Esports market is rapidly evolving, with increasing investment in local tournaments and a growing emphasis on fostering homegrown talent and infrastructure.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Canada has seen steady growth due to factors such as increasing popularity of digital gaming, rising demand for online services, and the convenience of digital platforms. However, the market's growth rate is subdued due to various factors such as limited sponsorship opportunities, lack of mainstream media coverage, and regulatory challenges surrounding eSports betting. The market is expected to continue growing, but at a slower pace compared to other regions.

Customer preferences:
With the rise of online gaming and the increasing popularity of streaming platforms, eSports has seen a significant shift towards a more diverse and inclusive community. This has led to a rise in demand for representation and diversity in eSports teams and tournaments, as well as a growing interest in female and LGBTQ+ gamers. Additionally, the rise of mobile gaming has made eSports more accessible, appealing to a wider audience and contributing to the growth of the market.

Trends in the market:
In Canada, the eSports market is experiencing a surge in popularity, with more brands and organizations investing in professional teams and tournaments. This trend is set to continue as the country prepares to host major international events such as the 2026 League of Legends World Championship. Additionally, there is a growing trend of incorporating eSports into traditional sports events, creating a hybrid experience for spectators and increasing the mainstream appeal of the industry. As a result, there is an increased demand for skilled professionals in the eSports industry, creating new job opportunities and economic growth. This trend is significant for industry stakeholders as it showcases the potential for continued growth and success in the eSports market. However, it also raises questions about the sustainability of the industry and the need for proper regulations and support to ensure its long-term viability.

Local special circumstances:
In Canada, the eSports market is rapidly growing due to the country's strong technology infrastructure and high internet penetration. Additionally, Canada's culturally diverse population has contributed to the popularity of eSports, with a wide range of games and tournaments catering to different interests and backgrounds. The country's supportive government policies and regulatory framework have also played a significant role in the growth of the market, providing a favorable environment for eSports companies and events to thrive. Furthermore, Canada's geographical landscape, with its vast and sparsely populated areas, has led to the development of virtual eSports communities, allowing for remote participation and connectivity across the country.

Underlying macroeconomic factors:
The eSports market in Canada is also heavily influenced by macroeconomic factors. Global economic trends, such as the increasing popularity of online gaming and the rise of internet accessibility, have contributed to the growth of the market. Additionally, Canada's strong economic health and stable fiscal policies have created a conducive environment for the development of the eSports industry. Moreover, the Canadian government's support for technology and innovation has attracted investments in the country's eSports infrastructure. This has led to a rise in the number of tournaments and events, making Canada a prominent player in the global eSports market. Furthermore, the growing interest in eSports among the younger population and the rise of streaming platforms have also contributed to the market's growth in Canada.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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