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.
The key figures that characterise the Mobile game profile in Brazil.
51.9% are female, 48.1% are male, average age 40.7.
| Metric | Value |
|---|---|
| Female | 51.9% |
| Male | 48.1% |
| Average age | 40.7 |
| Estimated audience size | 12,690,950 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 16% | |
| 20-29 | 20% | |
| 30-39 | 20% | |
| 40-49 | 21% | |
| 50+ | 24% |
of the worldwide Mobile game audience comes from Brazil.
| Country | Share |
|---|---|
| United States | 17.5% |
| India | 7.4% |
| Brazil | 4.6% |
Where the Mobile game audience in Brazil is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Piauí | ~300K | 1.63× | |
| 02 | Sergipe | ~200K | 1.63× | |
| 03 | Espírito Santo | ~400K | 1.51× | |
| 04 | Amapá | ~60K | 1.28× | |
| 05 | Bahia | ~1M | 1.21× | |
| 06 | Minas Gerais | ~1.5M | 1.14× | |
| 07 | Alagoas | ~200K | 1.12× | |
| 08 | Maranhão | ~300K | 1.07× | |
| 09 | Paraíba | ~300K | 1.06× | |
| 10 | Pará | ~400K | 1.01× | |
| 11 | Amazonas | ~200K | 1.00× | |
| 12 | Ceará | ~600K | 0.99× | |
| 13 | Roraima | ~30K | 0.98× | |
| 14 | Rondônia | ~100K | 0.97× | |
| 15 | Acre | ~40K | 0.96× | |
| 16 | São Paulo | ~3M | 0.95× | |
| 17 | Rio Grande do Norte | ~200K | 0.94× | |
| 18 | Tocantins | ~80K | 0.91× | |
| 19 | Pernambuco | ~500K | 0.89× | |
| 20 | Mato Grosso do Sul | ~200K | 0.86× | |
| 21 | Goiás | ~400K | 0.83× | |
| 22 | Mato Grosso | ~200K | 0.82× | |
| 23 | Federal District | ~200K | 0.76× | |
| 24 | Paraná | ~600K | 0.75× | |
| 25 | Rio Grande do Sul | ~500K | 0.72× | |
| 26 | Santa Catarina | ~400K | 0.72× | |
| 27 | Rio de Janeiro | ~800K | 0.68× |
The strongest cross-interests of the Mobile game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Slotomania - Slot Machines | Games | 2.00× | ||
| 02 | MC Brinquedo | Music & Radio | 1.85× | ||
| 03 | Hurley | Fashion & Accessoires | 1.83× | ||
| 04 | IMVU | Internet & Social Media | 1.79× | ||
| 05 | LOL Esports | Sports | 1.74× | ||
| 06 | Stephen Curry | Sports | 1.68× | ||
| 07 | MC Pedrinho | Music & Radio | 1.67× | ||
| 08 | Mobile gambling | Games | 1.65× | ||
| 09 | Social dance | Sports | 1.64× | ||
| 10 | Dance costume | Fashion & Accessoires | 1.62× | ||
| 11 | Fishdom | Games | 1.61× | ||
| 12 | Hay Day | Games | 1.58× | ||
| 13 | OPPO | Technology & Electronics | 1.57× | ||
| 14 | Blackjack | Games | 1.56× | ||
| 15 | Cardi B | Music & Radio | 1.56× | ||
| 16 | Baccarat | Games | 1.55× | ||
| 17 | Garena | Technology & Electronics | 1.53× | ||
| 18 | Gaming | Games | 1.52× | ||
| 19 | Unibet | Games | 1.51× | ||
| 20 | Gardenscapes | Games | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Pet Ownership | JOY | 0.90× | |
| DIY Mentality | THRILL | 0.87× | |
| Creativity | OPEN | 0.86× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Tradition | CONSERVATISM | 0.70× | |
| Community Orientation | OPEN | 0.71× | |
| Spirituality | BALANCE | 0.72× |
Mobile game has an estimated audience of 12,690,950 people in Brazil, concentrated in São Paulo and Minas Gerais.
51.9% of Mobile game fans are female, 48.1% are male, with an average age of 40.7 years.
Mobile game fans show strongest brand affinity for Social dance (1.64×), Gaming (1.52×), and Garena (1.53×) over the country average.
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.
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.
Related profiles, rankings and the same audience in other markets.
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.
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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