A data profile of the people who buy, follow and care about Minecraft in Canada — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 4,795,484 people in Canada.
Minecraft fans in Canada are concentrated in Ontario, with strong brand affinity for Roblox.
The audience is concentrated in Ontario, Quebec, British Columbia.
Top brand affinities include Roblox, TikTok, Twitch, with strongest over-indexing on Roblox (6.6× the country average).
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 10 regions tracked by Rascasse.
The typical Minecraft fan in Canada shows strong Spirituality tendencies and a notable affinity for Roblox.
The key figures that characterise the Minecraft profile in Canada.
| Metric | Value |
|---|---|
| Estimated audience size | 4,795,484 |
of the worldwide Minecraft audience comes from Canada.
| Country | Share |
|---|---|
| United States | 29.3% |
| Brazil | 7.7% |
| Germany | 6.0% |
Where the Minecraft audience in Canada is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Manitoba | ~200K | 1.25× | |
| 02 | Quebec | ~1.5M | 1.13× | |
| 03 | Alberta | ~700K | 1.13× | |
| 04 | Saskatchewan | ~200K | 1.12× | |
| 05 | British Columbia | ~800K | 1.11× | |
| 06 | Ontario | ~2M | 1.10× | |
| 07 | New Brunswick | ~100K | 1.07× | |
| 08 | Nova Scotia | ~100K | 0.86× | |
| 09 | Newfoundland and Labrador | ~50K | 0.71× | |
| 10 | Prince Edward Island | ~10K | 0.57× |
The strongest cross-interests of the Minecraft audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Survival game | Games | 7.11× | ||
| 02 | Roblox | Games | 6.60× | ||
| 03 | Survival horror | Games | 5.80× | ||
| 04 | PC game | Games | 4.52× | ||
| 05 | Platform game | Games | 4.48× | ||
| 06 | Epic Games | Games | 4.12× | ||
| 07 | Gaming computer | Technology & Electronics | 3.96× | ||
| 08 | Twitch | Games | 3.71× | ||
| 09 | League of Legends | Games | 3.28× | ||
| 10 | Discord | Internet & Social Media | 3.12× | ||
| 11 | Anime convention | Literature | 3.05× | ||
| 12 | Anime and manga fandom | Literature | 2.97× | ||
| 13 | Personal computer | Technology & Electronics | 2.85× | ||
| 14 | Computer hardware | Technology & Electronics | 2.78× | ||
| 15 | Pokémon | Games | 2.73× | ||
| 16 | Stranger Things | Movies & TV | 2.47× | ||
| 17 | Gamer | Games | 2.44× | ||
| 18 | TikTok | Internet & Social Media | 2.14× | ||
| 19 | Anime movies | Movies & TV | 2.06× | ||
| 20 | Shoes | Fashion & Accessoires | 1.88× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 1.26× | |
| Patriotism | CONSERVATISM | 1.20× | |
| Family Orientation | CONSERVATISM | 1.09× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 0.15× | |
| Individualism | JOY | 0.18× | |
| Sports Activity | POWER | 0.30× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Canada who actively search for Minecraft. 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 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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