A data profile of the people who buy, follow and care about Gamer in Brazil — modelled from more than twelve digital signal sources. Gamer has an estimated audience of 10,079,446 people in Brazil.
Gamer has an estimated audience of 10,079,446 people in Brazil. 43.8% are female, 56.2% are male, average age 35.8. Top brand affinities: Superman, Instagram, Rock music, Pop music, Country music.
Top brand affinities include Superman, Instagram, Rock music, with strongest over-indexing on Superman (1.72× the country average).
Demographically, the Gamer audience skews more male with an average age of 35.8, and over-indexes on personality traits such as Early Adopter Mentality, Patriotism.
The typical Gamer fan in Brazil is more male, around 35.8 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Superman.
The key figures that characterise the Gamer profile in Brazil.
43.8% are female, 56.2% are male, average age 35.8.
| Metric | Value |
|---|---|
| Female | 43.8% |
| Male | 56.2% |
| Average age | 35.8 |
| Estimated audience size | 10,079,446 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 28% | |
| 20-29 | 23% | |
| 30-39 | 17% | |
| 40-49 | 15% | |
| 50+ | 17% |
of the worldwide Gamer audience comes from Brazil.
| 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 | Fortnite | Games | 2.59× | ||
| 02 | Steam | Games | 2.43× | ||
| 03 | Xbox | Games | 2.18× | ||
| 04 | Anime movies | Movies & TV | 1.97× | ||
| 05 | Rock music | Music & Radio | 1.86× | ||
| 06 | Pop music | Music & Radio | 1.84× | ||
| 07 | Hip hop music | Music & Radio | 1.81× | ||
| 08 | Internet & Social Media | 1.76× | |||
| 09 | Action movies | Movies & TV | 1.73× | ||
| 10 | Superman | Movies & TV | 1.72× | ||
| 11 | Spotify | Internet & Social Media | 1.69× | ||
| 12 | Soul music | Music & Radio | 1.66× | ||
| 13 | Electronic music | Music & Radio | 1.65× | ||
| 14 | Jazz music | Music & Radio | 1.64× | ||
| 15 | Heavy metal music | Music & Radio | 1.62× | ||
| 16 | Country music | Music & Radio | 1.57× | ||
| 17 | Samsung | Technology & Electronics | 1.55× | ||
| 18 | Esporte Clube Bahia | Sports | 1.54× | ||
| 19 | Batman | Movies & TV | 1.54× | ||
| 20 | Serie A | Sports | 1.53× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.44× | |
| Patriotism | CONSERVATISM | 1.44× | |
| Social Media Usage | JOY | 1.21× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.54× | |
| Design Affinity | PREMIUM | 0.57× | |
| Creativity | OPEN | 0.65× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Brazil 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 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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