A data profile of the people who buy, follow and care about Role-playing games in Canada — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 3,801,174 people in Canada.
The average Role-playing games fan in Canada is 34.4 years old, more male, and lives primarily in Ontario.
The audience is concentrated in Ontario, Quebec, British Columbia.
Top brand affinities include Ice Hockey World Championships, TikTok, Twitch, with strongest over-indexing on Ice Hockey World Championships (1.58× the country average).
Demographically, the Role-playing games audience skews more male with an average age of 34.4, and over-indexes on personality traits such as Family Orientation, Convenience Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 13 regions tracked by Rascasse.
The typical Role-playing games fan in Canada is more male, around 34.4 years old, with strong Family Orientation tendencies and a notable affinity for Ice Hockey World Championships.
The key figures that characterise the Role-playing games profile in Canada.
34.7% are female, 65.3% are male, average age 34.4.
| Metric | Value |
|---|---|
| Female | 34.7% |
| Male | 65.3% |
| Average age | 34.4 |
| Estimated audience size | 3,801,174 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 31% | |
| 20-29 | 24% | |
| 30-39 | 18% | |
| 40-49 | 14% | |
| 50+ | 13% |
of the worldwide Role-playing games audience comes from Canada.
| Country | Share |
|---|---|
| United States | 16.9% |
| China | 7.7% |
| Japan | 7.2% |
Where the Role-playing games audience in Canada is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Yukon | ~5K | 1.07× | |
| 02 | Northwest Territories | ~5K | 1.05× | |
| 03 | Nunavut | ~4K | 1.05× | |
| 04 | Prince Edward Island | ~20K | 1.00× | |
| 05 | Newfoundland and Labrador | ~60K | 0.97× | |
| 06 | New Brunswick | ~80K | 0.94× | |
| 07 | Saskatchewan | ~100K | 0.92× | |
| 08 | Nova Scotia | ~100K | 0.92× | |
| 09 | Manitoba | ~100K | 0.91× | |
| 10 | Alberta | ~400K | 0.89× | |
| 11 | British Columbia | ~500K | 0.82× | |
| 12 | Quebec | ~700K | 0.72× | |
| 13 | Ontario | ~1M | 0.68× |
The strongest cross-interests of the Role-playing games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Tabletop role-playing game | Games | 4.75× | ||
| 02 | Pokémon (video game series) | Games | 4.48× | ||
| 03 | Gaming computer | Technology & Electronics | 4.15× | ||
| 04 | Collectible card game | Games | 4.12× | ||
| 05 | PC game | Games | 4.10× | ||
| 06 | Massively multiplayer online role-playing games | Games | 3.99× | ||
| 07 | Action role-playing game | Games | 3.91× | ||
| 08 | Twitch | Games | 3.71× | ||
| 09 | Epic Games | Games | 3.71× | ||
| 10 | Tabletop game | Games | 3.63× | ||
| 11 | Discord | Internet & Social Media | 3.35× | ||
| 12 | Anime convention | Literature | 3.18× | ||
| 13 | Otaku | Literature | 3.16× | ||
| 14 | Fortnite | Games | 3.04× | ||
| 15 | Pokémon | Games | 2.95× | ||
| 16 | Mobile game | Games | 2.91× | ||
| 17 | Gamer | Games | 2.77× | ||
| 18 | First-person shooter games | Games | 2.47× | ||
| 19 | TikTok | Internet & Social Media | 2.10× | ||
| 20 | Ice Hockey World Championships | Sports | 1.58× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Family Orientation | CONSERVATISM | 1.34× | |
| Convenience Orientation | PREMIUM | 1.14× | |
| Design Affinity | PREMIUM | 1.10× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 0.39× | |
| Individualism | JOY | 0.43× | |
| Urban Lifestyle | OPEN | 0.59× |
Role-playing games has an estimated audience of 3,801,174 people in Canada, concentrated in Ontario and Quebec.
34.7% of Role-playing games fans are female, 65.3% are male, with an average age of 34.4 years.
Role-playing games fans show strongest brand affinity for Ice Hockey World Championships (1.58×), TikTok (2.1×), and Twitch (3.71×) over the country average.
Role-playing games fans in Canada are most concentrated in Ontario (reach ~1M), Quebec (reach ~700K), and British Columbia (reach ~500K). These three regions account for the largest share of the active audience.
Beyond Role-playing games itself, the audience over-indexes on TikTok (2.1×), Twitch (3.71×), PC game (4.1×), and Mobile game (2.91×) compared to the Canada average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Canada who actively search for Role-playing games. 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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