Rascasse Audience Intelligence

Mobile game Audience in Brazil

A data profile of the people who buy, follow and care about Mobile game in Brazil — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 12,690,950 people in Brazil.

The average Mobile game fan in Brazil is 40.7 years old, balanced, and lives primarily in São Paulo.

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

Top brand affinities include Social dance, Gaming, Garena, with strongest over-indexing on Social dance (1.64× the country average).

Demographically, the Mobile game audience skews balanced with an average age of 40.7, and over-indexes on personality traits such as Pet Ownership, DIY Mentality.

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

The typical Mobile game fan in Brazil is balanced, around 40.7 years old, with strong Pet Ownership tendencies and a notable affinity for Social dance.

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 Mobile game profile in Brazil.

Audience size
12.7M
in Brazil
Gender
51.9%
48.1% male
Age
40.7
average years
Country rank
#378
Topic in Brazil
Fig. 01

Search interest · 12-month trend

-26%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Mobile game fans

51.9% are female, 48.1% are male, average age 40.7.

Fig. 02

Gender split

51.9%
Female
48.1%
Male
Demographic split for Mobile game audience in Brazil
MetricValue
Female51.9%
Male48.1%
Average age40.7
Estimated audience size12,690,950
Fig. 03

Age distribution

Ø 40.7
average years
Age distribution of the Mobile game audience in Brazil
Age bracketShare%
16-1916%
20-2920%
30-3920%
40-4921%
50+24%
Fig. 04

Worldwide distribution

4.6%

of the worldwide Mobile game audience comes from Brazil.

Worldwide audience distribution share by country for Mobile game
CountryShare
United States17.5%
India7.4%
Brazil4.6%
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 Mobile game audience in Brazil is strongest.

Fig. 05

Top regions by affinity

Mobile game fans by region: top regions in Brazil
#RegionReachAffinity×
01Piauí~300K1.63×
02Sergipe~200K1.63×
03Espírito Santo~400K1.51×
04Amapá~60K1.28×
05Bahia~1M1.21×
06Minas Gerais~1.5M1.14×
07Alagoas~200K1.12×
08Maranhão~300K1.07×
09Paraíba~300K1.06×
10Pará~400K1.01×
11Amazonas~200K1.00×
12Ceará~600K0.99×
13Roraima~30K0.98×
14Rondônia~100K0.97×
15Acre~40K0.96×
16São Paulo~3M0.95×
17Rio Grande do Norte~200K0.94×
18Tocantins~80K0.91×
19Pernambuco~500K0.89×
20Mato Grosso do Sul~200K0.86×
21Goiás~400K0.83×
22Mato Grosso~200K0.82×
23Federal District~200K0.76×
24Paraná~600K0.75×
25Rio Grande do Sul~500K0.72×
26Santa Catarina~400K0.72×
27Rio de Janeiro~800K0.68×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Mobile game audience
#·InterestCategoryAffinity×
01Slotomania - Slot MachinesGames2.00×
02MC BrinquedoMusic & Radio1.85×
03HurleyFashion & Accessoires1.83×
04IMVUInternet & Social Media1.79×
05LOL EsportsSports1.74×
06Stephen CurrySports1.68×
07MC PedrinhoMusic & Radio1.67×
08Mobile gamblingGames1.65×
09Social danceSports1.64×
10Dance costumeFashion & Accessoires1.62×
11FishdomGames1.61×
12Hay DayGames1.58×
13OPPOTechnology & Electronics1.57×
14BlackjackGames1.56×
15Cardi BMusic & Radio1.56×
16BaccaratGames1.55×
17GarenaTechnology & Electronics1.53×
18GamingGames1.52×
19UnibetGames1.51×
20GardenscapesGames1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Mobile game 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 Mobile game audience · What stands out
TraitClusterDeviationScore
Pet OwnershipJOY0.90×
DIY MentalityTHRILL0.87×
CreativityOPEN0.86×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Mobile game audience · Rather not
TraitClusterDeviationScore
TraditionCONSERVATISM0.70×
Community OrientationOPEN0.71×
SpiritualityBALANCE0.72×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Mobile game have in Brazil?

Mobile game has an estimated audience of 12,690,950 people in Brazil, concentrated in São Paulo and Minas Gerais.

02

What is the gender split and age of Mobile game fans?

51.9% of Mobile game fans are female, 48.1% are male, with an average age of 40.7 years.

03

Which brands do Mobile game fans like most?

Mobile game fans show strongest brand affinity for Social dance (1.64×), Gaming (1.52×), and Garena (1.53×) over the country average.

04

Where do Mobile game fans live in Brazil?

Mobile game fans in Brazil are most concentrated in São Paulo (reach ~3M), Minas Gerais (reach ~1.5M), and Bahia (reach ~1M). These three regions account for the largest share of the active audience.

05

What other brands do Mobile game fans also like?

Beyond Mobile game itself, the audience over-indexes on Gaming (1.52×), Garena (1.53×), Stephen Curry (1.68×), and Unibet (1.51×) 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 Mobile game. 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.

Scale & coverage
500,000+ ready-to-use audiences across 170+ countries

From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.

See pricing →