Rascasse Audience Intelligence

Gamer Audience in Canada

A data profile of the people who buy, follow and care about Gamer in Canada — modelled from more than twelve digital signal sources. Gamer has an estimated audience of 4,357,880 people in Canada.

The average Gamer fan in Canada is 33.5 years old, more male, and lives primarily in Ontario.

The audience is concentrated in Ontario, Quebec, British Columbia.

Top brand affinities include Bad Bunny, Role-playing games, League of Legends, with strongest over-indexing on Bad Bunny (4.25× the country average).

Demographically, the Gamer audience skews more male with an average age of 33.5, and over-indexes on personality traits such as Early Adopter Mentality, Risk Appetite.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 10 regions tracked by Rascasse.

The typical Gamer fan in Canada is more male, around 33.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Bad Bunny.

Category: Games · 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 Gamer profile in Canada.

Audience size
4.4M
in Canada
Gender
35.0%
65.0% male
Age
33.5
average years
Country rank
#584
Topic in Canada
Fig. 01

Search interest · 12-month trend

-3%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Gamer fans

35.0% are female, 65.0% are male, average age 33.5.

Fig. 02

Gender split

35.0%
Female
65.0%
Male
Demographic split for Gamer audience in Canada
MetricValue
Female35.0%
Male65.0%
Average age33.5
Estimated audience size4,357,880
Fig. 03

Age distribution

Ø 33.5
average years
Age distribution of the Gamer audience in Canada
Age bracketShare%
16-1935%
20-2923%
30-3917%
40-4913%
50+12%
Fig. 04

Worldwide distribution

2.1%

of the worldwide Gamer audience comes from Canada.

Worldwide audience distribution share by country for Gamer
CountryShare
United States16.6%
India7.0%
China6.6%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Canada average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Gamer audience in Canada is strongest.

Fig. 05

Top regions by affinity

Gamer fans by region: top regions in Canada
#RegionReachAffinity×
01Quebec~1.5M1.21×
02Ontario~2M1.20×
03Alberta~600K1.12×
04New Brunswick~100K1.05×
05British Columbia~700K1.04×
06Saskatchewan~100K1.01×
07Manitoba~200K0.99×
08Newfoundland and Labrador~60K0.93×
09Nova Scotia~100K0.92×
10Prince Edward Island~20K0.91×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Gamer audience
#·InterestCategoryAffinity×
01Bad BunnyMusic & Radio4.25×
02Electronic sportsSports3.65×
03Counter-Strike: Global OffensiveGames3.60×
04The Legend of ZeldaGames3.38×
05League of LegendsGames3.25×
06GameStopGames3.10×
07Dota 2Games3.01×
08Call of DutyGames2.93×
09XboxGames2.93×
10Role-playing gamesGames2.77×
11FortniteGames2.37×
12Strategy gamesGames2.14×
13Computer hardwareTechnology & Electronics2.11×
14SteamGames2.11×
15Anime moviesMovies & TV1.85×
16Drop shippingShopping1.76×
17Stranger ThingsMovies & TV1.72×
18Katy PerryMusic & Radio1.58×
19TwitchGames1.55×
20Internet memeInternet & Social Media1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Gamer 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 Gamer audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.50×
Risk AppetiteTHRILL1.33×
Pet OwnershipJOY1.32×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Gamer audience · Rather not
TraitClusterDeviationScore
SustainabilityBALANCE0.67×
Design AffinityPREMIUM0.68×
Community OrientationOPEN0.71×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Gamer have in Canada?

Gamer has an estimated audience of 4,357,880 people in Canada, concentrated in Ontario and Quebec.

02

What is the gender split and age of Gamer fans?

35.0% of Gamer fans are female, 65.0% are male, with an average age of 33.5 years.

03

Which brands do Gamer fans like most?

Gamer fans show strongest brand affinity for Bad Bunny (4.25×), Role-playing games (2.77×), and League of Legends (3.25×) over the country average.

04

Where do Gamer fans live in Canada?

Gamer fans in Canada are most concentrated in Ontario (reach ~2M), Quebec (reach ~1.5M), and British Columbia (reach ~700K). These three regions account for the largest share of the active audience.

05

What other brands do Gamer fans also like?

Beyond Gamer itself, the audience over-indexes on Role-playing games (2.77×), League of Legends (3.25×), Anime movies (1.85×), and Call of Duty (2.93×) compared to the Canada 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 Canada who actively search for Gamer. 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 Canada. 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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