2024
8
Canada Console and PC Gaming Market 2024 | Focus: Consumer
2024-05-17T09:03:36+01:00
REP569D806F_01B4_4703_8539_30982686C941
500
173067
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Report
en_GB
A broad non-mobile gaming market exists with high consumer engagement, presenting opportunities in accessories and games for older consoles, as well as sales of desired devices like PlayStation 5 and…

Canada Console and PC Gaming Market 2024 | Focus: Consumer

£ 500 (Excl.Tax)

Report Summary

Mintel’s Focus Reports extract and analyse key information and data to provide a condensed and insightful report on the topics that matter to you and your business. This report covers the Canadian gaming consumer, if you are interested in learning more about the Canada Console and PC Gaming Market, use the navigation at the top of this page to browse other Focus Reports on the subject.

Canada Console and PC Gaming: Consumer

Mintel’s Canada Console and PC Gaming Consumer Focus Report offers focused exploration of console and PC gaming trends, delivering critical insights for the gaming industry, developers and brands. Focussing on the Canadian gaming consumer, this report presents a comprehensive overview of the landscape.

 

Key Insights Included in this Report:

 

  • Market Analysis: Gain a clear understanding of the consumer engagement within Canada’s non-mobile gaming sector. Explore opportunities in game accessories and titles for legacy consoles.
  • Sales Trends and Opportunities: Identify current trends in popular devices like the PlayStation 5 and gaming laptops. Explore the evolving market for legacy console generations.
  • Demographics Insights: Learn how age, gender, and ethnicity influence gaming trends in Canada.
  • Digital Distribution Dynamics: Explore the growing trend towards digital purchases and DLC.
  • eSports and Community Engagement: Discover how eSports and online gaming communities are transforming Canada’s gaming scene.
  • Future Prospects for the Canada Gaming Industry: Anticipate emerging trends and technologies poised to redefine gaming in Canada, including cloud gaming, virtual reality (VR), and augmented reality (AR) experiences.


Meet The Expert

Michael is a Research Analyst with Comperemedia, specialising in financial services and insurance, with a focus on the Canadian market.

 

A broad non-mobile gaming market exists with high consumer engagement, presenting opportunities in accessories and games for older consoles, as well as sales of desired devices like PlayStation 5 and gaming laptops, especially among younger men.

Michael LoyMichael Lloy
Research Analyst

Table of Contents

    • Key takeaways
  1. the consumer

    • Opportunities and challenges
    • Consumer fast facts
    • Console and PC gaming overview
    • The majority of Canadians own at least one non-mobile gaming-capable device
    • Graph 1: non-mobile gaming device ownership, 2024
    • Half of gamers play at least once per week
    • Graph 2: non-mobile gaming frequency, 2024
    • Younger men are driving weekly play
    • Graph 3: non-mobile gaming at least once per week, by age and gender, 2024
    • Income plays a large role in gaming frequency
    • Graph 4: non-mobile gaming frequency, by household income, 2024
    • Monetization done right: Helldivers 2
    • Black consumers are significantly more likely to play video games at least once per week
    • Graph 5: non-mobile gaming frequency, by race, 2024
    • Gaming brands will have an easier time engaging invested gamers
    • Graph 6: plans for gaming activity in the next 12 months, 2024
    • Younger consumers and newer Canadians are looking to increase gaming activity
    • Graph 7: plans to increase gaming frequency over the next 12 months, by race and those living in Canada under five years, 2024
    • Gaming device purchase interest
    • Console purchase interest is significantly higher than PC, and this is driven by the PS5
    • Graph 8: non-mobile gaming device purchase interest, 2024
    • Nintendo can leverage higher purchase interest for its Switch console among younger women
    • Graph 9: non-mobile gaming device purchase interest (select), by age (18-34) and gender, 2024
    • Brands can leverage diversity and representation to reach highly interested demographics
    • Graph 10: non-mobile gaming device purchase interest (select), by race, 2024
    • Reaching Canada’s minority population is important because they are early adopters in the gaming space
    • Graph 11: “I’m typically the first in my friend group to get a new video game device” (% any agree), by race, 2024
    • Fathers are a key target demographic for most gaming devices
    • Graph 12: non-mobile gaming device purchase interest, moms vs dads, 2024
    • Gaming device purchase factors
    • Consumers want a variety of high quality games with an accessible learning curve
    • Graph 13: factors important for non-mobile gaming purchases (other than price), 2024
    • Brands shouldn’t worry about backwards compatibility – at least when it comes to games
    • Backwards hardware compatibility is a little more important to consumers than game compatibility
    • Graph 14: “I tend to buy gaming hardware sooner if it is compatible with the gaming equipment I already own” (% any agree), by age, 2024
    • Accessibility and ease of use are the highest single purchase factor for female gamers
    • Graph 15: factors important for non-mobile gaming device purchases (other than price), by gender, 2024
    • Due to generational differences in gaming, age also plays an important role in what gaming console factors consumers consider important
    • Graph 16: factors important for non-mobile gaming device purchases (other than price), by age, 2024
    • Backwards compatibility, storage capacity, streaming capabilities and even resolution are good selling features for tiered consoles
    • Graph 17: “I would prefer to purchase the top of the line hardware version” (% any agree), by age, 2024
    • Around half of console and PC gamers show brand loyalty
    • Graph 18: “I’m loyal to the brand of gaming hardware that I currently own” (% any agree), by age, 2024
    • Bundling and discounts are incredibly important for new game device sales
    • Graph 19: timing of new console purchase, 2024
    • For new, cutting edge consoles, men will more often buy outside of the existence of bundled sales or discounts
    • Graph 20: timing of new console purchase, by gender, 2024
    • Being the first to own a newly released gaming device is not a top priority for most consumers
    • Graph 21: “I’m typically the first in my friend group to get a new video game device” (% any agree), by age, 2024
    • Brands can leverage diversity in beloved franchises to engage with Black consumers
    • The console gamer
    • Ownership of older generation consoles is still very high compared to current generation ones…
    • Graph 22: console ownership, 2024
    • …meaning that there is still significant room for ownership growth
    • Younger men are a clear target demographic for console brands
    • Graph 23: console ownership, by age (18-34) and gender, 2024
    • Black and South Asian consumers have significantly higher PS5 ownership
    • Graph 24: console ownership, by race, 2024
    • On average, console gamers play just under 10 hours per week
    • Graph 25: hours playing console games in an average week, 2024
    • Younger women tend to be casual console gamers, while the inverse is true of younger men
    • Graph 26: playing 1-5 hours of console games per week, by age and gender, 2024
    • Graph 27: playing 20+ hours of console games per week, by age and gender, 2024
    • Xbox Series X/S and PlayStation 5 owners are more typically hardcore gamers than owners of the Nintendo Switch
    • Graph 28: hours playing console games in an average week, by console ownership, 2024
    • Console owners typically show high brand loyalty to their devices
    • Graph 29: “I’m loyal to the brand of gaming hardware that I currently own” (% any agree), by console owned, 2024
    • The PlayStation 5 has higher ownership, while generating higher purchase interest – why?!
    • How important are exclusive games, exactly? It’s complicated.
    • Graph 30: “I like to own multiple gaming devices so I don’t miss out on exclusive games” (% any agree), by age, 2024
    • Console brands shouldn’t write off disc drives just yet…
    • Graph 31: keeping a physical collection of my favorite games is important to me (% any agree), by age, 2024
    • The PC gamer
    • More consumers play video games on laptops than they do on desktops
    • Graph 32: gaming PC and laptop ownership, 2024
    • Younger women are just as likely to play games via laptop as men
    • Graph 33: gaming PC and laptop ownership, by age (18-34) and gender, 2024
    • Cost is a major barrier to entry for PC gaming
    • Graph 34: PC gaming attitudes, 2024
    • So how can PC and gaming brands address perceptions of cost?
    • Younger men are more likely to want to save money by building their PCs from scratch
    • Graph 35: “I like to save money by building my own PC for gaming” (% any agree), by age and gender, 2024
    • Engage younger male PC builders with digital outreach, customization, esports sponsorships, community engagement and reliable performance support
    • Game variety is also a big draw for younger men
    • Graph 36: the variety of games available on PC is much wider (% any agree), by age and gender, 2024
    • PC gamers spend nine hours playing video games per week, on average
    • Graph 37: hours per week playing PC games, 2024
    • Parents don’t have time for hardcore PC gaming
    • Graph 38: hours per week playing PC games, by parental status, 2024
    • Black consumers diverge from younger men in laptop ownership, while Chinese and South Asian consumers have higher desktop ownership
    • Graph 39: gaming PC and laptop ownership, by race, 2024
    • Black consumers, however, are avid PC gamers
    • Graph 40: hours per week playing PC games, by race, 2024
    • Brands can leverage burgeoning DIY PC interest in Canada’s minority communities
    • Graph 41: “I like to save money by building my own PC for gaming” (% any agree), by race, 2024
    • Localized content and community engagement can help brands reach Canada’s growing minority populations
    • Gaming accessories
    • Gamers demand excellence and tangibility: high standards for standalone gaming accessories and in-store shopping experience
    • Graph 42: gaming accessory attitudes, 2024
    • Younger men may be particularly susceptible to messaging around quality
    • Graph 43: gaming accessory attitudes (% strongly agree), by age (18-34) and gender, 2024
    • Canadians prefer function over aesthetics when it comes to gaming accessories
    • Graph 44: gaming accessory ownership and purchase interest, 2024
    • Men are more likely to own all gaming accessories
    • Graph 45: gaming accessories owned, by gender, 2024
    • Men are also more likely to have purchase interest in many gaming accessories
    • Graph 46: gaming accessory purchase interest, by gender, 2024
    • Brands can leverage growing Black interest in gaming, including heightened interest in accessories
    • Graph 47: gaming accessory purchase interest (select), Black consumers vs overall, 2024
    • Graph 48: gaming accessories owned (select), Black consumers vs overall, 2024
    • Black consumers also show a unique interest in controller design
  2. appendix

    • Generations
    • Abbreviations and terms
    • Console and PC Gaming – Canada – 2024

About the report

This market report provides in-depth analysis and insight supported by a range of data. At the same time, introductory and top-level content is provided to give you an overview of the issues covered.

Market

Mintel provides a range of market information, frequently through the category level, including market size and forecasting, complete with market drivers that illustrate the forces that shape a category or market.

Consumer

Mintel’s proprietary consumer research provides our analysts with the attitudinal and behavioral data used to provide valuable insight to topical issues.

Brand/Company

Mintel provides overviews of the top brands and manufacturers, and uses consumer research to explore attitudes and reactions to brands, as well as insight into what will resonate with consumers.

Data

Market reports provide appendices of data to support the research and insight produced. Our databooks* are easily manipulated and downloadable to support your research needs and covers factors from consumer attitudes to market forecasts.

*databooks not available with UK B2B Industry reports.

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2024 Sample Consumer Cover

Please Note: This is a sample report. All of the figures, graphs, and tables have been redacted. Our reports are available to download in PDF and PPT formats.

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