A data profile of the people who buy, follow and care about Virtual reality in Brazil — modelled from more than twelve digital signal sources. Virtual reality has an estimated audience of 5,200,025 people in Brazil.
The average Virtual reality fan in Brazil is 40.8 years old, balanced, and lives primarily in São Paulo.
The audience is concentrated in São Paulo, Minas Gerais, Rio de Janeiro.
Top brand affinities include Erlang (programming language), New media, Digital electronics, with strongest over-indexing on Erlang (programming language) (3.44× the country average).
Demographically, the Virtual reality audience skews balanced with an average age of 40.8, and over-indexes on personality traits such as Need for Security, Patriotism.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 27 regions tracked by Rascasse.
The typical Virtual reality fan in Brazil is balanced, around 40.8 years old, with strong Need for Security tendencies and a notable affinity for Erlang (programming language).
The key figures that characterise the Virtual reality profile in Brazil.
49.7% are female, 50.3% are male, average age 40.8.
| Metric | Value |
|---|---|
| Female | 49.7% |
| Male | 50.3% |
| Average age | 40.8 |
| Estimated audience size | 5,200,025 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 17% | |
| 20-29 | 18% | |
| 30-39 | 19% | |
| 40-49 | 21% | |
| 50+ | 25% |
of the worldwide Virtual reality audience comes from Brazil.
| Country | Share |
|---|---|
| United States | 22.6% |
| Italy | 6.2% |
| Brazil | 5.7% |
Where the Virtual reality audience in Brazil is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Roraima | ~20K | 1.17× | |
| 02 | Amapá | ~20K | 1.13× | |
| 03 | Acre | ~20K | 1.07× | |
| 04 | Rondônia | ~50K | 1.06× | |
| 05 | Tocantins | ~40K | 1.04× | |
| 06 | São Paulo | ~1.5M | 1.01× | |
| 07 | Rio Grande do Sul | ~300K | 1.01× | |
| 08 | Sergipe | ~50K | 1.01× | |
| 09 | Alagoas | ~80K | 0.99× | |
| 10 | Piauí | ~70K | 0.99× | |
| 11 | Paraíba | ~100K | 0.98× | |
| 12 | Amazonas | ~90K | 0.97× | |
| 13 | Rio Grande do Norte | ~80K | 0.97× | |
| 14 | Mato Grosso do Sul | ~70K | 0.97× | |
| 15 | Maranhão | ~100K | 0.95× | |
| 16 | Mato Grosso | ~90K | 0.95× | |
| 17 | Pará | ~200K | 0.94× | |
| 18 | Espírito Santo | ~100K | 0.94× | |
| 19 | Federal District | ~80K | 0.94× | |
| 20 | Pernambuco | ~200K | 0.93× | |
| 21 | Santa Catarina | ~200K | 0.92× | |
| 22 | Ceará | ~200K | 0.91× | |
| 23 | Goiás | ~200K | 0.91× | |
| 24 | Paraná | ~300K | 0.89× | |
| 25 | Bahia | ~300K | 0.88× | |
| 26 | Rio de Janeiro | ~400K | 0.86× | |
| 27 | Minas Gerais | ~500K | 0.85× |
The strongest cross-interests of the Virtual reality audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | MacRumors | Technology & Electronics | 13.61× | ||
| 02 | New media | Internet & Social Media | 3.95× | ||
| 03 | Erlang (programming language) | Technology & Electronics | 3.44× | ||
| 04 | Creative Commons | Technology & Electronics | 3.21× | ||
| 05 | Digital electronics | Technology & Electronics | 3.18× | ||
| 06 | Wikipedia | Internet & Social Media | 2.79× | ||
| 07 | Humorism | Literature | 2.63× | ||
| 08 | Voice over IP | Technology & Electronics | 2.58× | ||
| 09 | Cloud computing | Technology & Electronics | 2.51× | ||
| 10 | Information technology | Business & Career | 2.38× | ||
| 11 | Computer network | Technology & Electronics | 2.30× | ||
| 12 | Google Drive | Technology & Electronics | 2.22× | ||
| 13 | Claude | Technology & Electronics | 2.07× | ||
| 14 | Database | Technology & Electronics | 2.00× | ||
| 15 | Digital television | Movies & TV | 1.97× | ||
| 16 | Communist Party of China | Politics & Society | 1.94× | ||
| 17 | Gemini | Technology & Electronics | 1.85× | ||
| 18 | Esporte Clube Vitória | Sports | 1.78× | ||
| 19 | Laughter | Movies & TV | 1.60× | ||
| 20 | Electronics | Technology & Electronics | 1.56× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 3.67× | |
| Patriotism | CONSERVATISM | 1.50× | |
| Spirituality | BALANCE | 1.35× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.70× | |
| Indulgence | JOY | 0.75× | |
| Luxury Orientation | PREMIUM | 0.75× |
Virtual reality has an estimated audience of 5,200,025 people in Brazil, concentrated in São Paulo and Minas Gerais.
49.7% of Virtual reality fans are female, 50.3% are male, with an average age of 40.8 years.
Virtual reality fans show strongest brand affinity for Erlang (programming language) (3.44×), New media (3.95×), and Digital electronics (3.18×) over the country average.
Virtual reality fans in Brazil are most concentrated in São Paulo (reach ~1.5M), Minas Gerais (reach ~500K), and Rio de Janeiro (reach ~400K). These three regions account for the largest share of the active audience.
Beyond Virtual reality itself, the audience over-indexes on New media (3.95×), Digital electronics (3.18×), Gemini (1.85×), and Cloud computing (2.51×) 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 Virtual reality. 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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