A data profile of the people who buy, follow and care about Role-playing games in Colombia — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 2,496,957 people in Colombia.
Role-playing games has an estimated audience of 2,496,957 people in Colombia. 40.5% are female, 59.5% are male, average age 32.7. Top brand affinities: Mobile game, Creative Commons, Erlang (programming language), Voice over IP, Video game culture.
Top brand affinities include Mobile game, Creative Commons, Erlang (programming language), with strongest over-indexing on Mobile game (1.74× the country average).
Demographically, the Role-playing games audience skews more male with an average age of 32.7, and over-indexes on personality traits such as Indulgence, Risk Appetite.
The typical Role-playing games fan in Colombia is more male, around 32.7 years old, with strong Indulgence tendencies and a notable affinity for Mobile game.
The key figures that characterise the Role-playing games profile in Colombia.
40.5% are female, 59.5% are male, average age 32.7.
| Metric | Value |
|---|---|
| Female | 40.5% |
| Male | 59.5% |
| Average age | 32.7 |
| Estimated audience size | 2,496,957 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 38% | |
| 20-29 | 23% | |
| 30-39 | 16% | |
| 40-49 | 12% | |
| 50+ | 12% |
of the worldwide Role-playing games audience comes from Colombia.
| Country | Share |
|---|---|
| United States | 16.9% |
| China | 7.7% |
| Japan | 7.2% |
The strongest cross-interests of the Role-playing games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Minecraft | Games | 2.42× | ||
| 02 | Video game culture | Games | 2.40× | ||
| 03 | Crunchyroll | Games | 2.25× | ||
| 04 | Erlang (programming language) | Technology & Electronics | 2.11× | ||
| 05 | Creative Commons | Technology & Electronics | 2.10× | ||
| 06 | Massively multiplayer online role-playing games | Games | 2.03× | ||
| 07 | Massively multiplayer online games | Games | 1.89× | ||
| 08 | Japanese popular culture | Travel & Leisure | 1.88× | ||
| 09 | League of Legends | Games | 1.88× | ||
| 10 | Strategy games | Games | 1.84× | ||
| 11 | CapCut | Technology & Electronics | 1.80× | ||
| 12 | Roblox | Games | 1.80× | ||
| 13 | Twitch | Games | 1.77× | ||
| 14 | Word games | Games | 1.75× | ||
| 15 | Mobile game | Games | 1.74× | ||
| 16 | Tabletop game | Games | 1.70× | ||
| 17 | Fortnite | Games | 1.66× | ||
| 18 | Voice over IP | Technology & Electronics | 1.61× | ||
| 19 | Action games | Games | 1.54× | ||
| 20 | Choir | Home & Garden | 1.53× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Indulgence | JOY | 1.34× | |
| Risk Appetite | THRILL | 1.18× | |
| Creativity | OPEN | 0.86× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 0.77× | |
| Individualism | JOY | 0.85× | |
| Career Orientation | POWER | 0.85× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Colombia 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 Colombia. 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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