CGA Research & Studies
27 April 2010
During the 2010 Canadian Gaming Summit, Ipsos-Reid presented the results of a recent public opinion survey on Canadian’s attitudes and opinions towards Internet gambling. With Canadians currently spending close to a billion dollars online this research explores current online gamblers thoughts on the products and providers they use and the coming online offerings of Canadian lottery corporations.
27 August 2008
In February 2008, a consortium of 10 provincial organizations* representing gaming regulators and research organizations released The Social-Economic Impact of Gambling (SEIG) Framework, which was created to “guide decision makers and researchers in measuring the social and economic costs and benefits of gambling in Canada.
29 April 2008
The 2008 National Gambling Report was presented on April 29 at the Canadian Gaming Summit in Montreal by Allan Gregg, Chairman of Harris/Decima.The research study of 3,047 Canadians surveyed online during March-April 2008 explores gambling behaviour and attitudes towards the issues surrounding policy decisions related to gaming.The report also points to emerging issues and trends for the industry.
25 April 2008
Beginning around the mid-1980’s jurisdictions throughout North America started doing research to determine the prevalence of problem gambling. Renowned researchers Jamie Wiebe, Ph.D. and President of Factz Research and Rachel Volberg, Ph.D. and President of Gemini Research have examined the results from over 100 problem gambling prevalence studies spanning 20 years and multiple, worldwide jurisdictions. Their goal: to better understand the prevalence of problem gambling across time and jurisdiction.08 April 2008
New research undertaken as part of the most comprehensive study ever conducted on the economic impact of gaming in Canada reveals that the more than 135,000 Canadians are directly employed in the gaming industry, the country’s largest and economically significant entertainment industry.Factoring in the indirect and induced impacts of economic activity in this sector, the total number of full-time jobs supported by the gaming industry in Canada swells to more than 267,000.
04 November 2007
Twice as many Canadians gamble simply for the fun of it, than gamble in an effort to make money, according to the annual National Gaming Monitor: a cross-country survey of the opinions of 1,000 Canadians on the subject of gaming.
Landmark Economic Impact Study Reveals Gaming Industry in Canada Worth $15.3 billion in Direct Spending Alone
26 April 2007
The most comprehensive study ever conducted on the economic impact of gaming in Canada reveals that the gaming industry is responsible for more than $15 billion in direct revenue, more than $2 billion in direct salaried employment for Canadians working in the industry, and $10 billion in current capital investment.
26 April 2006
In a recent poll of Canadian attitudes toward gaming, the overwhelming majority of Canadians see gaming as a fun, responsible and acceptable form of entertainment. The poll, conducted by PMG Consulting of Waterloo, Ontario, also found that Canadians are responsible gamers who self-regulate their spending and consistently play with a pre-determined limit.16 March 2006
The study shows that, since its inception, VLT gaming has returned almost $20 billion to provincial government programs and services across the country. The study also notes that Canadian provinces currently spend a total of $75 million annually on problem and responsible gambling programs -- more than any other jurisdiction in the world.





