Rascasse Audience Intelligence

Action games Audience in Brazil

A data profile of the people who buy, follow and care about Action games in Brazil — modelled from more than twelve digital signal sources. Action games has an estimated audience of 5,426,577 people in Brazil.

The average Action games fan in Brazil is 36.0 years old, more male, and lives primarily in Maranhão.

The audience is concentrated in Maranhão, São Paulo, Minas Gerais.

Top brand affinities include Mobile game, Batman, Gamer, with strongest over-indexing on Mobile game (2.1× the country average).

Demographically, the Action games audience skews more male with an average age of 36.0, 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 27 regions tracked by Rascasse.

The typical Action games fan in Brazil is more male, around 36.0 years old, with strong Patriotism tendencies and a notable affinity for Mobile game.

Category: Games · Type: Topic · Subtype: Gaming genre

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Action games profile in Brazil.

Audience size
5.4M
in Brazil
Gender
43.7%
56.3% male
Age
36.0
average years
Country rank
#1224
Topic in Brazil
Fig. 01

Search interest · 12-month trend

+10%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Action games fans

43.7% are female, 56.3% are male, average age 36.0.

Fig. 02

Gender split

43.7%
Female
56.3%
Male
Demographic split for Action games audience in Brazil
MetricValue
Female43.7%
Male56.3%
Average age36.0
Estimated audience size5,426,577
Fig. 03

Age distribution

Ø 36.0
average years
Age distribution of the Action games audience in Brazil
Age bracketShare%
16-1928%
20-2922%
30-3918%
40-4916%
50+16%
Fig. 04

Worldwide distribution

3.6%

of the worldwide Action games audience comes from Brazil.

Worldwide audience distribution share by country for Action games
CountryShare
United States14.2%
China6.8%
India6.6%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Brazil average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Action games audience in Brazil is strongest.

Fig. 05

Top regions by affinity

Action games fans by region: top regions in Brazil
#RegionReachAffinity×
01Maranhão~1M7.58×
02Roraima~20K1.04×
03Piauí~80K1.00×
04Sergipe~60K1.00×
05Amapá~20K1.00×
06Acre~20K1.00×
07Alagoas~80K0.99×
08Rondônia~40K0.99×
09Tocantins~40K0.98×
10Paraíba~100K0.97×
11Rio Grande do Norte~90K0.97×
12Mato Grosso do Sul~80K0.97×
13Amazonas~90K0.96×
14Pará~200K0.95×
15Mato Grosso~100K0.95×
16Espírito Santo~100K0.94×
17Federal District~90K0.94×
18Pernambuco~200K0.92×
19Santa Catarina~200K0.91×
20Ceará~200K0.91×
21Goiás~200K0.91×
22Bahia~300K0.90×
23Rio Grande do Sul~300K0.88×
24Paraná~300K0.86×
25Minas Gerais~500K0.83×
26Rio de Janeiro~400K0.81×
27São Paulo~1M0.70×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Action games audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Action games audience
#·InterestCategoryAffinity×
01MinecraftGames2.28×
02Mobile gameGames2.10×
03Dota 2Games2.04×
04CrunchyrollGames1.96×
05Strategy gamesGames1.96×
06Massively multiplayer online gamesGames1.93×
07Massively multiplayer online role-playing gamesGames1.87×
08Real-time strategyGames1.85×
09League of LegendsGames1.76×
10FortniteGames1.73×
11CivicMusic & Radio1.72×
12Igor ThiagoSports1.72×
13BatmanMovies & TV1.70×
14PC gameGames1.70×
15Epic GamesGames1.67×
16Creative CommonsTechnology & Electronics1.66×
17TwitchGames1.62×
18GamerGames1.55×
19Role-playing gamesGames1.55×
20RobloxGames1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Action games audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Action games audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM1.16×
Social Media UsageJOY1.03×
SpiritualityBALANCE0.90×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Action games audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.52×
IndulgenceJOY0.53×
SustainabilityBALANCE0.55×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Action games have in Brazil?

Action games has an estimated audience of 5,426,577 people in Brazil, concentrated in Maranhão and São Paulo.

02

What is the gender split and age of Action games fans?

43.7% of Action games fans are female, 56.3% are male, with an average age of 36.0 years.

03

Which brands do Action games fans like most?

Action games fans show strongest brand affinity for Mobile game (2.1×), Batman (1.7×), and Gamer (1.55×) over the country average.

04

Where do Action games fans live in Brazil?

Action games fans in Brazil are most concentrated in Maranhão (reach ~1M), São Paulo (reach ~1M), and Minas Gerais (reach ~500K). These three regions account for the largest share of the active audience.

05

What other brands do Action games fans also like?

Beyond Action games itself, the audience over-indexes on Batman (1.7×), Gamer (1.55×), Roblox (1.51×), and Minecraft (2.28×) compared to the Brazil average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in Brazil who actively search for Action 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.

About this audience profile

This audience profile is generated by Rascasse from anonymized search-behavior signals across Brazil. 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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