Rascasse Audience Intelligence

Minecraft Audience in Brazil

A data profile of the people who buy, follow and care about Minecraft in Brazil — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 3,590,398 people in Brazil.

The average Minecraft fan in Brazil is 32.3 years old, more male, and lives primarily in São Paulo.

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

Top brand affinities include Cuphead, Roblox, A Minecraft Movie, with strongest over-indexing on Cuphead (15.48× the country average).

Demographically, the Minecraft audience skews more male with an average age of 32.3, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 27 regions tracked by Rascasse.

The typical Minecraft fan in Brazil is more male, around 32.3 years old, with strong Social Media Usage tendencies and a notable affinity for Cuphead.

Category: Games · Type: Video / Board Game · Subtype: Open world game

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 Minecraft profile in Brazil.

Audience size
3.6M
in Brazil
Gender
38.6%
61.4% male
Age
32.3
average years
Country rank
#1908
Video / Board Game in Brazil
Fig. 01

Search interest · 12-month trend

+2%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Minecraft fans

38.6% are female, 61.4% are male, average age 32.3.

Fig. 02

Gender split

38.6%
Female
61.4%
Male
Demographic split for Minecraft audience in Brazil
MetricValue
Female38.6%
Male61.4%
Average age32.3
Estimated audience size3,590,398
Fig. 03

Age distribution

Ø 32.3
average years
Age distribution of the Minecraft audience in Brazil
Age bracketShare%
16-1940%
20-2922%
30-3914%
40-4912%
50+12%
Fig. 04

Worldwide distribution

4.3%

of the worldwide Minecraft audience comes from Brazil.

Worldwide audience distribution share by country for Minecraft
CountryShare
United States17.7%
China4.5%
Brazil4.3%
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 Minecraft audience in Brazil is strongest.

Fig. 05

Top regions by affinity

Minecraft fans by region: top regions in Brazil
#RegionReachAffinity×
01Amapá~20K1.31×
02Pará~100K1.28×
03Maranhão~100K1.28×
04Amazonas~80K1.25×
05Roraima~10K1.19×
06Rondônia~30K1.15×
07Acre~10K1.14×
08Piauí~50K1.09×
09Paraná~200K1.06×
10Alagoas~50K1.05×
11Mato Grosso~70K1.04×
12Pernambuco~200K1.03×
13Paraíba~70K1.03×
14Sergipe~40K1.01×
15Rio Grande do Norte~60K0.99×
16Mato Grosso do Sul~50K0.98×
17Ceará~200K0.97×
18Bahia~200K0.96×
19Tocantins~20K0.92×
20Goiás~100K0.90×
21Rio Grande do Sul~200K0.86×
22Espírito Santo~60K0.86×
23Santa Catarina~100K0.83×
24São Paulo~700K0.80×
25Minas Gerais~300K0.79×
26Rio de Janeiro~200K0.62×
27Federal District~40K0.59×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Minecraft audience
#·InterestCategoryAffinity×
01A Minecraft MovieMovies & TV24.83×
02CupheadMovies & TV15.48×
03Among UsGames11.32×
04Monster HunterGames9.81×
05RobloxGames5.63×
06CapCutTechnology & Electronics3.57×
07One PieceMovies & TV3.47×
08Epic GamesGames3.37×
09TwitchGames3.35×
10Creative CommonsTechnology & Electronics3.25×
11CrunchyrollGames3.09×
12Mobile gameGames2.93×
13SportingbetSports2.67×
14BetfairGames2.58×
15SofascoreSports2.42×
16GodzillaMovies & TV2.33×
17Serie ASports2.03×
18TikTokInternet & Social Media1.95×
19Scooby-DooMovies & TV1.70×
20SupermanMovies & TV1.56×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Minecraft 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 Minecraft audience · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.23×
Early Adopter MentalityPOWER1.19×
Family OrientationCONSERVATISM1.17×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Minecraft audience · Rather not
TraitClusterDeviationScore
Community OrientationOPEN0.49×
IndulgenceJOY0.52×
SustainabilityBALANCE0.53×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Minecraft have in Brazil?

Minecraft has an estimated audience of 3,590,398 people in Brazil, concentrated in São Paulo and Minas Gerais.

02

What is the gender split and age of Minecraft fans?

38.6% of Minecraft fans are female, 61.4% are male, with an average age of 32.3 years.

03

Which brands do Minecraft fans like most?

Minecraft fans show strongest brand affinity for Cuphead (15.48×), Roblox (5.63×), and A Minecraft Movie (24.83×) over the country average.

04

Where do Minecraft fans live in Brazil?

Minecraft fans in Brazil are most concentrated in São Paulo (reach ~700K), Minas Gerais (reach ~300K), and Paraná (reach ~200K). These three regions account for the largest share of the active audience.

05

What other brands do Minecraft fans also like?

Beyond Minecraft itself, the audience over-indexes on Roblox (5.63×), A Minecraft Movie (24.83×), Mobile game (2.93×), and CapCut (3.57×) 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 Minecraft. 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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