Rascasse Audience Intelligence

Virtual reality Audience in Brazil

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).

Category: Technology & Electronics · Type: Topic

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 Virtual reality profile in Brazil.

Audience size
5.2M
in Brazil
Gender
49.7%
50.3% male
Age
40.8
average years
Country rank
#1290
Topic in Brazil
Fig. 01

Search interest · 12-month trend

-24%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Virtual reality fans

49.7% are female, 50.3% are male, average age 40.8.

Fig. 02

Gender split

49.7%
Female
50.3%
Male
Demographic split for Virtual reality audience in Brazil
MetricValue
Female49.7%
Male50.3%
Average age40.8
Estimated audience size5,200,025
Fig. 03

Age distribution

Ø 40.8
average years
Age distribution of the Virtual reality audience in Brazil
Age bracketShare%
16-1917%
20-2918%
30-3919%
40-4921%
50+25%
Fig. 04

Worldwide distribution

5.7%

of the worldwide Virtual reality audience comes from Brazil.

Worldwide audience distribution share by country for Virtual reality
CountryShare
United States22.6%
Italy6.2%
Brazil5.7%
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 Virtual reality audience in Brazil is strongest.

Fig. 05

Top regions by affinity

Virtual reality fans by region: top regions in Brazil
#RegionReachAffinity×
01Roraima~20K1.17×
02Amapá~20K1.13×
03Acre~20K1.07×
04Rondônia~50K1.06×
05Tocantins~40K1.04×
06São Paulo~1.5M1.01×
07Rio Grande do Sul~300K1.01×
08Sergipe~50K1.01×
09Alagoas~80K0.99×
10Piauí~70K0.99×
11Paraíba~100K0.98×
12Amazonas~90K0.97×
13Rio Grande do Norte~80K0.97×
14Mato Grosso do Sul~70K0.97×
15Maranhão~100K0.95×
16Mato Grosso~90K0.95×
17Pará~200K0.94×
18Espírito Santo~100K0.94×
19Federal District~80K0.94×
20Pernambuco~200K0.93×
21Santa Catarina~200K0.92×
22Ceará~200K0.91×
23Goiás~200K0.91×
24Paraná~300K0.89×
25Bahia~300K0.88×
26Rio de Janeiro~400K0.86×
27Minas Gerais~500K0.85×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Virtual reality audience
#·InterestCategoryAffinity×
01MacRumorsTechnology & Electronics13.61×
02New mediaInternet & Social Media3.95×
03Erlang (programming language)Technology & Electronics3.44×
04Creative CommonsTechnology & Electronics3.21×
05Digital electronicsTechnology & Electronics3.18×
06WikipediaInternet & Social Media2.79×
07HumorismLiterature2.63×
08Voice over IPTechnology & Electronics2.58×
09Cloud computingTechnology & Electronics2.51×
10Information technologyBusiness & Career2.38×
11Computer networkTechnology & Electronics2.30×
12Google DriveTechnology & Electronics2.22×
13ClaudeTechnology & Electronics2.07×
14DatabaseTechnology & Electronics2.00×
15Digital televisionMovies & TV1.97×
16Communist Party of ChinaPolitics & Society1.94×
17GeminiTechnology & Electronics1.85×
18Esporte Clube VitóriaSports1.78×
19LaughterMovies & TV1.60×
20ElectronicsTechnology & Electronics1.56×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Virtual reality 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 Virtual reality audience · What stands out
TraitClusterDeviationScore
Need for SecurityCONSERVATISM3.67×
PatriotismCONSERVATISM1.50×
SpiritualityBALANCE1.35×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Virtual reality audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.70×
IndulgenceJOY0.75×
Luxury OrientationPREMIUM0.75×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Virtual reality have in Brazil?

Virtual reality has an estimated audience of 5,200,025 people in Brazil, concentrated in São Paulo and Minas Gerais.

02

What is the gender split and age of Virtual reality fans?

49.7% of Virtual reality fans are female, 50.3% are male, with an average age of 40.8 years.

03

Which brands do Virtual reality fans like most?

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.

04

Where do Virtual reality fans live in Brazil?

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.

05

What other brands do Virtual reality fans also like?

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.

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 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.

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.

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