A data profile of the people who buy, follow and care about Steam in Brazil — modelled from more than twelve digital signal sources. Steam has an estimated audience of 7,229,739 people in Brazil.
Steam has an estimated audience of 7,229,739 people in Brazil. 32.6% are female, 67.4% are male, average age 32.2. Top brand affinities: Epic Games, Rivaldo, Gaming computer, League of Legends, Fortnite.
Top brand affinities include Epic Games, Rivaldo, Gaming computer, with strongest over-indexing on Epic Games (6.14× the country average).
Demographically, the Steam audience skews more male with an average age of 32.2, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.
The typical Steam fan in Brazil is more male, around 32.2 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Epic Games.
The key figures that characterise the Steam profile in Brazil.
32.6% are female, 67.4% are male, average age 32.2.
| Metric | Value |
|---|---|
| Female | 32.6% |
| Male | 67.4% |
| Average age | 32.2 |
| Estimated audience size | 7,229,739 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 36% | |
| 20-29 | 27% | |
| 30-39 | 17% | |
| 40-49 | 11% | |
| 50+ | 10% |
of the worldwide Steam audience comes from Brazil.
| Country | Share |
|---|---|
| United States | 13.2% |
| China | 9.2% |
| Japan | 8.0% |
The strongest cross-interests of the Steam audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Rivaldo | Sports | 15.89× | ||
| 02 | Activision | Games | 9.19× | ||
| 03 | Epic Games | Games | 6.14× | ||
| 04 | Nvidia | Technology & Electronics | 6.10× | ||
| 05 | Gaming computer | Technology & Electronics | 5.51× | ||
| 06 | Dota 2 | Games | 5.11× | ||
| 07 | League of Legends | Games | 5.10× | ||
| 08 | Fortnite | Games | 4.98× | ||
| 09 | Call of Duty | Games | 4.72× | ||
| 10 | Xbox | Games | 4.33× | ||
| 11 | The Big Bang Theory | Movies & TV | 2.67× | ||
| 12 | Roblox | Games | 2.62× | ||
| 13 | Game consoles | Technology & Electronics | 2.29× | ||
| 14 | Stranger Things | Movies & TV | 1.99× | ||
| 15 | Scooby-Doo | Movies & TV | 1.77× | ||
| 16 | TikTok | Internet & Social Media | 1.72× | ||
| 17 | Superman | Movies & TV | 1.69× | ||
| 18 | Cristiano Ronaldo | Sports | 1.62× | ||
| 19 | UEFA Champions League | Sports | 1.57× | ||
| 20 | FIFA World Cup | Sports | 1.54× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.42× | |
| Social Media Usage | JOY | 1.38× | |
| Need for Security | CONSERVATISM | 1.37× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.80× | |
| Design Affinity | PREMIUM | 0.84× | |
| Luxury Orientation | PREMIUM | 0.94× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Brazil who actively search for Steam. 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.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.