A data profile of the people who buy, follow and care about Role-playing games in Australia — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 2,118,603 people in Australia.
The average Role-playing games fan in Australia is 35.1 years old, more male, and lives primarily in New South Wales.
The audience is concentrated in New South Wales, Victoria, Queensland.
Top brand affinities include TikTok, Mobile game, Gamer, with strongest over-indexing on TikTok (1.57× the country average).
Demographically, the Role-playing games audience skews more male with an average age of 35.1, and over-indexes on personality traits such as Patriotism, Social Media Usage.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 8 regions tracked by Rascasse.
The typical Role-playing games fan in Australia is more male, around 35.1 years old, with strong Patriotism tendencies and a notable affinity for TikTok.
The key figures that characterise the Role-playing games profile in Australia.
35.5% are female, 64.5% are male, average age 35.1.
| Metric | Value |
|---|---|
| Female | 35.5% |
| Male | 64.5% |
| Average age | 35.1 |
| Estimated audience size | 2,118,603 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 28% | |
| 20-29 | 26% | |
| 30-39 | 17% | |
| 40-49 | 14% | |
| 50+ | 15% |
of the worldwide Role-playing games audience comes from Australia.
| Country | Share |
|---|---|
| United States | 16.9% |
| China | 7.7% |
| Japan | 7.2% |
Where the Role-playing games audience in Australia is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Northern Territory | ~20K | 1.22× | |
| 02 | Australian Capital Territory | ~40K | 1.00× | |
| 03 | Tasmania | ~50K | 0.99× | |
| 04 | South Australia | ~200K | 0.91× | |
| 05 | Western Australia | ~200K | 0.87× | |
| 06 | Queensland | ~400K | 0.85× | |
| 07 | Victoria | ~500K | 0.76× | |
| 08 | New South Wales | ~600K | 0.74× |
The strongest cross-interests of the Role-playing games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Tabletop role-playing game | Games | 4.16× | ||
| 02 | Pokémon (video game series) | Games | 3.23× | ||
| 03 | Tabletop game | Games | 2.82× | ||
| 04 | Gaming computer | Technology & Electronics | 2.82× | ||
| 05 | Massively multiplayer online role-playing games | Games | 2.77× | ||
| 06 | PC game | Games | 2.60× | ||
| 07 | Gamer | Games | 2.53× | ||
| 08 | Anime and manga fandom | Literature | 2.48× | ||
| 09 | Massively multiplayer online games | Games | 2.48× | ||
| 10 | One Piece | Movies & TV | 2.39× | ||
| 11 | Discord | Internet & Social Media | 2.37× | ||
| 12 | Mobile game | Games | 2.35× | ||
| 13 | Twitch | Games | 2.32× | ||
| 14 | Strategy games | Games | 2.25× | ||
| 15 | Anime convention | Literature | 2.19× | ||
| 16 | Stranger Things | Movies & TV | 1.89× | ||
| 17 | EB Games | Games | 1.88× | ||
| 18 | Game consoles | Technology & Electronics | 1.83× | ||
| 19 | Anime movies | Movies & TV | 1.63× | ||
| 20 | TikTok | Internet & Social Media | 1.57× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.10× | |
| Social Media Usage | JOY | 1.02× | |
| Pet Ownership | JOY | 0.99× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.52× | |
| DIY Mentality | THRILL | 0.58× | |
| Creativity | OPEN | 0.59× |
Role-playing games has an estimated audience of 2,118,603 people in Australia, concentrated in New South Wales and Victoria.
35.5% of Role-playing games fans are female, 64.5% are male, with an average age of 35.1 years.
Role-playing games fans show strongest brand affinity for TikTok (1.57×), Mobile game (2.35×), and Gamer (2.53×) over the country average.
Role-playing games fans in Australia are most concentrated in New South Wales (reach ~600K), Victoria (reach ~500K), and Queensland (reach ~400K). These three regions account for the largest share of the active audience.
Beyond Role-playing games itself, the audience over-indexes on Mobile game (2.35×), Gamer (2.53×), Tabletop role-playing game (4.16×), and Pokémon (video game series) (3.23×) compared to the Australia average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Australia who actively search for Role-playing games. 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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