A data profile of the people who buy, follow and care about PC game in Brazil — modelled from more than twelve digital signal sources. PC game has an estimated audience of 4,992,740 people in Brazil.
PC game has an estimated audience of 4,992,740 people in Brazil. 35.0% are female, 65.0% are male, average age 33.3. Top brand affinities: Superman, Steam, Fortnite, Instagram, Xbox.
Top brand affinities include Superman, Steam, Fortnite, with strongest over-indexing on Superman (2.75× the country average).
Demographically, the PC game audience skews more male with an average age of 33.3, and over-indexes on personality traits such as Early Adopter Mentality, Community Orientation.
The typical PC game fan in Brazil is more male, around 33.3 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Superman.
The key figures that characterise the PC game profile in Brazil.
35.0% are female, 65.0% are male, average age 33.3.
| Metric | Value |
|---|---|
| Female | 35.0% |
| Male | 65.0% |
| Average age | 33.3 |
| Estimated audience size | 4,992,740 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 34% | |
| 20-29 | 25% | |
| 30-39 | 16% | |
| 40-49 | 12% | |
| 50+ | 12% |
of the worldwide PC game audience comes from Brazil.
| Country | Share |
|---|---|
| United States | 15.5% |
| China | 9.2% |
| India | 6.9% |
The strongest cross-interests of the PC game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Nintendo Switch | Games | 5.19× | ||
| 02 | Fortnite | Games | 5.02× | ||
| 03 | Electronic sports | Sports | 4.82× | ||
| 04 | Steam | Games | 4.37× | ||
| 05 | Counter-Strike: Global Offensive | Games | 3.98× | ||
| 06 | League of Legends | Games | 3.77× | ||
| 07 | Xbox | Games | 3.35× | ||
| 08 | Epic Games | Games | 2.89× | ||
| 09 | Superman | Movies & TV | 2.75× | ||
| 10 | Batman | Movies & TV | 2.18× | ||
| 11 | Serie A | Sports | 2.15× | ||
| 12 | Anime movies | Movies & TV | 1.96× | ||
| 13 | Rock music | Music & Radio | 1.75× | ||
| 14 | Premier League | Sports | 1.74× | ||
| 15 | Spotify | Internet & Social Media | 1.70× | ||
| 16 | Pop music | Music & Radio | 1.69× | ||
| 17 | Hip hop music | Music & Radio | 1.67× | ||
| 18 | Internet & Social Media | 1.65× | |||
| 19 | Jazz music | Music & Radio | 1.56× | ||
| 20 | Stranger Things | Movies & TV | 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 | 3.03× | |
| Community Orientation | OPEN | 1.91× | |
| Risk Appetite | THRILL | 1.42× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 0.49× | |
| Creativity | OPEN | 0.52× | |
| Tradition | CONSERVATISM | 0.52× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Brazil who actively search for PC 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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