Every two years, the Entertainment Software Association of Canada (ESAC) — the lobbying group for the Canadian online game trade — releases its ‘Essential Facts’ research, which accommodates a slew of knowledge on Canadian avid gamers.

Now, the group has launched its 2020 Essential Facts research, titled “Real Canadian Gamer,” as performed by the NPD Group between May 18th, 2020 and May twenty seventh, 2020. Of course, this 12 months has primarily been outlined by the COVID-19 pandemic, which impacted findings in numerous methods.

“Our research is showing that video games are not only helping people feel better while they stay at home — they’re keeping people connected”

Most notably, of the 23 million Canadians who play video video games, 58 percent of Canadian adults and 80 percent of teenagers say they’ve been taking part in video games more amid the pandemic. On high of that, 65 percent of adults and 78 percent of teenagers discovered that gaming during quarantine made them really feel higher.

“What I think is the most important thing in this study is that it really shows the positive impact of video games, and how video games are helping people with their mental health and happiness during a time of what could be considered extreme loneliness, disconnectedness, uncertainty and fear,” mentioned Jayson Hilchie, ESAC president and CEO, during a roundtable interview with HandySyrup.

“Our research is showing that video games are not only helping people feel better while they stay at home — they’re keeping people connected. They’re helping parents connect with their children.”

To that time, the research discovered that 43 percent of grownup avid gamers mentioned video video games helped them keep linked with pals amid the pandemic. Among surveyed teenagers, this quantity jumped considerably to 70 percent.

Concerning households, 69 percent of dad or mum avid gamers with youngsters (aged six to 12) performed video video games with their youngsters during the pandemic. This is in comparison with 60 percent of dad or mum avid gamers with teenagers (ages 13-17) who performed video games with their youngsters. In normal, 44 percent of dad or mum avid gamers with youngsters between six and 17 reported spending more time taking part in video video games with their youngsters during the pandemic.

Altogether, Saskatchewanites are taking part in probably the most, with 10 hours logged in video games per week on common. While territories weren’t included as a consequence of pattern dimension, all different provinces demonstrated weekly playtime averages between eight and 9 hours. The Canadian gamer’s common age was 34, with a couple of 50-50 cut up in phrases of men and women taking part in.

What persons are taking part in

Meanwhile, listed here are the genres of video games that Canadians have been taking part in:

Action and journey video games
• 24 percent of adults
• 33 percent of youngsters and teenagers

Kampf gegen Videospiele
• 11 percent of adults
• 12 percent of youngsters and teenagers

First-person and team-based video games
• 23 percent of adults
• 21 percent of youngsters

MMPORGs (Massively multi-player on-line role-playing video games)
• 11 percent of adults
• 18 percent of youngsters and teenagers

Puzzle and phrase video games
• 37 percent of adults play
• 24 percent of youngsters and teenagers

Racing and flight video games
• 11 percent of adults
• 18 percent of youngsters and teenagers

Social video games
• 11 percent of adults
• 15 percent of youngsters and teenagers

Sportvideospiele
• 18 percent of adults
• 17 percent of youngsters and teenagers

Strategy & role-playing video games (RPGs)
• 23 percent of adults
• 15 percent of youngsters and teenagers

New audiences and platforms

Interestingly, although, the pandemic hasn’t essentially resulted in a big improve of new avid gamers in Canada. According to the research, lower than two percent of grownup Canadians (18 to 64) have taken up a controller for the primary time during the pandemic. For Hilchie, this was the “biggest surprise” to come back out of the research.

“With respect to those who tried gaming for the first time during the pandemic, I would have thought it would be more than that, based on the sales of consoles,” he mentioned. On the opposite hand, he famous that this speaks to a bigger development of individuals dividing their time more between a number of platforms, significantly smartphones and tablets.

Call of Duty Mobile

Call of Duty Mobile is at present one of the world’s hottest cellular video games (Image credit score: Activision)

“What really quantifies [this figure] is that people are playing games all the time on their mobile devices,” he mentioned, pointing the research’s discovering that cellular continues to be the primary manner Canadians play video games. In truth, 94 percent of Canadian grownup avid gamers report proudly owning and utilizing cellular gadgets for taking part in video games (the identical as 2018). Further, 48 percent of grownup avid gamers most frequently use cellular gadgets to play video games (a one percent improve over 2018), whereas 35 percent of youngsters and teenagers most frequently use cellular gadgets to play video video games (a six percent lower from 2018).

“I do believe that over the course of the next year, the video game industry is going to continue to boom”

“Because mobile is still the number one way people access our products, people buying consoles are probably already gamers,” mentioned Hilchie. “And as we’ve seen with this, people are just playing more, and they’re playing on more devices, especially kids and teens.”

On the topic of {hardware}, ESAC studies that gross sales for online game consoles are up 58 percent year-over-year, contributing 43 percent to whole greenback positive aspects. In explicit, nearly 250,000 more models have been bought this 12 months in comparison with 2019. What’s more, thirty-three percent of grownup avid gamers and forty-two percent of teen avid gamers are downloading full video games. This marks will increase of three percent and 7 percent, respectively, over 2018.

It’s vital to notice that this knowledge doesn’t embrace {hardware} or software program gross sales within the months for the reason that survey was held in May. Of course, this additionally implies that any knowledge associated to the newly launched consoles, the PlayStation 5 and Xbox Series X and S, has not been accounted for.

Wir freuen uns

Although the research paints a small image of the bigger panorama, Hilchie famous he’s happy with the way it’s trying up to now.

Far Cry 6 Giancarlo Esposito

Ubisoft Toronto’s Far Cry 6, starring Giancarlo Esposito, is one of the most important upcoming Canadian-made video games

“My belief is that video games are going to become so much more mainstream for everyday people […] And I think what’s going to happen is you’re going to see an increased demand for our products, which is going to result in an increased demand for creating new products — opportunities to diversify the way we make games,” mentioned Hilchie. “Perhaps we’ll see some games that got knocked off at the end of last console cycle start to come back — games that publishers decided not to take a risk on — because we’re seeing new people come into the industry.”

He says this, in flip, will assist gasoline Canada’s gaming trade, which is the third largest on this planet and contributes $4.5 billion to the nation’s GDP.

“I do believe that over the course of the next year, the video game industry is going to continue to boom,” mentioned Hilchie. “It’s going to result in both increased sales, but also increased need for production, and, therefore, hiring and an economic impact from the production side.”

The full 2020 Essential Facts — Real Canadian Gamer research might be discovered genau hier.

Bildnachweis: Nintendo