Thank you.
Good afternoon and thank you very much for having me here today.
My name is Jayson Hilchie and I am the president of the Entertainment Software Association of Canada or ESAC. ESAC represents a number of leading video game companies in the Canadian industry from multinational publishers and console makers to local distributors and independent studios. I'm joined today by Julien Lavoie, our vice-president of public affairs.
With my opening remarks I'd like to provide you with an overview of the industry in Canada, but we'd be happy to get into specific issues with you and answer your questions after my remarks.
First off, I'd like to thank the committee for devoting time to studying and better understanding the Canadian video game industry. It's an exciting and dynamic sector that is at the vanguard of Canada's growing digital economy. The video game industry alone already directly generates $2.3 billion of Canadian GDP. The video game industry is the fastest growing entertainment industry globally. The global market is currently estimated to be worth $77 billion U.S. in 2014. That's bigger than box office revenues for movies worldwide. By 2018 it is predicted that the global industry will be worth as much $100 billion as a result of an expanded market and new technologies such as Xbox One, PlayStation 4, and Nintendo Wii. You've heard some earlier witnesses cite some of our stats from the latest research, which reveals that collectively the industry in Canada employs approximately 16,500 people at nearly 350 companies nationwide.
Canada has currently the world's third largest video game industry in terms of number of employees or is in first place on a per capita basis depending on how you look at it. Canada has had tremendous success in the past with big budget video game blockbusters and we're known the world over for franchises like NHL and FIFA, Mass Effect, Assassin's Creed, Splinter Cell, and Batman: Arkham Origins, to name just a few. We're also well known for successful indie titles and critically acclaimed games that are enjoyed the world over. We've seen tremendous growth in this sector over the past few years. From 2011 to 2013 we saw a 5% growth rate in terms of jobs, which is more than double the average Canadian labour growth rate during the same period. The types of jobs that are offered in the video game industry are truly the jobs of the future: high-paying, knowledge-intensive, innovation-driven, and at the cutting edge of creativity and artistry. These jobs include computer programmers and software engineers, 3-D artists and designers, game play analytics professionals, and monetization experts just to name a few.
Our industry comprises a unique mix of artistic and technological professions, and the collaboration of these two areas is what produces truly innovative products. But it also fosters the creation and development of many different multi-functional skill sets such as art and design, animation, visual effects, game design, sound design, motion or performance capture, computer programming, narrative development, and business and marketing. These characteristics contribute to and constitute the types of transferable skills that can be used to grow various subsectors of the Canadian knowledge economy.
In fact, talent, skills, and experience with emerging technologies are at the heart of our industry. Without the hard-working men and women who pour their hearts and souls into these playable stories and innovative, interactive entertainment, there wouldn't be an industry in Canada. It's our reputable know-how and proven track record that is fueling the development of games across this country. The workforce is also young and dynamic. In fact, the average age of a video game industry employee is 31 years old, which represents a key demographic necessary for the growth of the Canadian economy. With an average salary of just over $72,000 a year, Canada's video game professionals are earning well above the national average and helping move this country forward economically.
The video game industry is constantly changing. The traditional console market has seen some consolidation due to the rising costs of production but also the shift of users to mobile devices. This consolidation was also caused by the fact the previous generation of consoles had been on the market for close to eight years. However, with the launch of powerful next generation boxes such as the Xbox One and PlayStation 4, which in some ways are redefining the living room experience, we expect to see a steady resurgence in the importance of console gaming.
The rise in the number of companies developing games for hand-held devices has largely grown out of an exciting new opportunity on the mobile front and the challenges associated with risky, big budget titles that take hundreds of thousands of dollars more to produce and many years compared to lower costs of production time for mobile or more casual types of games. Our latest economic study shows that the average mobile game costs roughly $300,000 to develop, consisting of a team of seven professionals and taking five months to complete. Compare this to the average console game, which costs roughly $9 million to develop, requires a team of 65 professionals, and takes over a year and a half to complete. Some of the biggest titles available on the market can dwarf this average when development costs and marketing budgets are taken into account.
Innovation is a key component of our industry. We make significant investments in research and development to continually advance the technological underpinnings of our games. Our consumers are demanding better, faster, bigger game-play experiences, and our industry is responding by investing in technology in a concerted way. Games are also increasingly evolving in real time, with new content being added after launch, and are being updated to respond to consumer demand. Our 2013 video game industry study found that companies on average are investing 21% of their production costs in research and development, and that companies spent 48% of their company expenditure on development and creation of new intellectual property.
Our industry takes advantage of federal government incentives, such as SR and ED tax credits; however, this program does not treat all companies on a level playing field. R and D conducted by global firms in Canada—even those with significant production facilities here—contributes to this country's innovation and is conducted by Canadians residing in Canada. Levelling the playing field on SR and ED would help drive innovation and increase R and D in our industry.
To maintain a strong video game industry, Canada must seize the opportunity to establish itself as the world leader in this innovative and cutting-edge sector. But to do this, we need access to the best talent from Canada and from around the world. As our industry continues to grow and the required skills continue to evolve, we increasingly find that in order to fill intermediate and senior-level positions—those jobs requiring 5 to 15 years of experience—we must look outside of Canada. There is significant pressure on our labour pool at that level of experience, given our position as the largest industry on a per capita basis.
Locating and hiring junior-level employees is not the issue; with roughly 65 educational programs in Canada graduating students with video-game-specific skills, we have access to this level of talent. But due to the size of our industry and its relatively young age in Canada, we suffer from a shortage of labour at the more experienced levels. Changes to the temporary foreign worker program have resulted in significant delays in accessing the talent we need, which puts our competitive position at risk. Being able to access global talent in an efficient manner is paramount for the continued growth of our industry.
We have a comprehensive list of recommendations to make to the committee on specific actions that could be taken to continue to create the right conditions for success in the video game industry in Canada. We will be submitting these recommendations to the committee at a later date.
Those are my remarks. We would be happy to take your questions.