A data profile of the people who buy, follow and care about Gamer in Australia — modelled from more than twelve digital signal sources. Gamer has an estimated audience of 2,471,990 people in Australia.
Gamer has an estimated audience of 2,471,990 people in Australia. 32.9% are female, 67.1% are male, average age 35.0. Top brand affinities: Peter Alexander, Wikipedia, EB Games, Role-playing games, Call of Duty.
Top brand affinities include Peter Alexander, Wikipedia, EB Games, with strongest over-indexing on Peter Alexander (1.55× the country average).
Demographically, the Gamer audience skews more male with an average age of 35.0, and over-indexes on personality traits such as Price Sensitivity, Early Adopter Mentality.
The typical Gamer fan in Australia is more male, around 35.0 years old, with strong Price Sensitivity tendencies and a notable affinity for Peter Alexander.
The key figures that characterise the Gamer profile in Australia.
32.9% are female, 67.1% are male, average age 35.0.
| Metric | Value |
|---|---|
| Female | 32.9% |
| Male | 67.1% |
| Average age | 35.0 |
| Estimated audience size | 2,471,990 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 30% | |
| 20-29 | 24% | |
| 30-39 | 16% | |
| 40-49 | 14% | |
| 50+ | 16% |
of the worldwide Gamer audience comes from Australia.
| Country | Share |
|---|---|
| United States | 16.6% |
| India | 7.0% |
| China | 6.6% |
The strongest cross-interests of the Gamer audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Counter-Strike: Global Offensive | Games | 3.98× | ||
| 02 | Call of Duty | Games | 3.66× | ||
| 03 | Electronic sports | Sports | 3.44× | ||
| 04 | League of Legends | Games | 3.13× | ||
| 05 | World of Warcraft | Games | 2.80× | ||
| 06 | Role-playing games | Games | 2.53× | ||
| 07 | Steam | Games | 2.52× | ||
| 08 | Gaming computer | Technology & Electronics | 2.37× | ||
| 09 | Computer hardware | Technology & Electronics | 2.31× | ||
| 10 | EB Games | Games | 2.28× | ||
| 11 | Fortnite | Games | 2.27× | ||
| 12 | Wikipedia | Internet & Social Media | 2.23× | ||
| 13 | Strategy games | Games | 2.11× | ||
| 14 | Action games | Games | 2.00× | ||
| 15 | Laptop | Technology & Electronics | 1.91× | ||
| 16 | Electric guitar | Music & Radio | 1.88× | ||
| 17 | Stranger Things | Movies & TV | 1.83× | ||
| 18 | Manchester United F.C. | Sports | 1.73× | ||
| 19 | Anime movies | Movies & TV | 1.72× | ||
| 20 | Peter Alexander | Music & Radio | 1.55× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Price Sensitivity | PREMIUM | 1.84× | |
| Early Adopter Mentality | POWER | 1.32× | |
| Risk Appetite | THRILL | 1.30× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.56× | |
| Tradition | CONSERVATISM | 0.58× | |
| Sustainability | BALANCE | 0.68× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Australia who actively search for Gamer. Affinity is an over-index ratio: 2.0× means the audience is twice as likely to engage with that brand or trait as the country average. Reach is the estimated number of audience members in a region. Regional and brand-affinity tables are sorted from strongest signal to weakest.
This audience profile is generated by Rascasse from anonymized search-behavior signals across Australia. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.
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