Rascasse Audience Intelligence

BlizzCon Audience in Germany

A data profile of the people who buy, follow and care about BlizzCon in Germany — modelled from more than twelve digital signal sources. BlizzCon has an estimated audience of 41,788 people in Germany.

The average BlizzCon fan in Germany is 36.2 years old, more male, and lives primarily in Nordrhein-Westfalen.

The audience is concentrated in Nordrhein-Westfalen, Bayern, Baden-Württemberg.

Top brand affinities include Chung-Ang University, Montpellier, Vodafone, with strongest over-indexing on Chung-Ang University (406.91× the country average).

Demographically, the BlizzCon audience skews more male with an average age of 36.2, and over-indexes on personality traits such as Extroversion, Patriotism.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 16 regions tracked by Rascasse.

The typical BlizzCon fan in Germany is more male, around 36.2 years old, with strong Extroversion tendencies and a notable affinity for Chung-Ang University.

Category: Games · Type: Event

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-09-29.

Section 01

At a glance

The key figures that characterise the BlizzCon profile in Germany.

Audience size
42K
in Germany
Gender
4.7%♀
95.3% male
Age
36.2
average years
Country rank
#53502
Event in Germany
Fig. 01

Search interest · 12-month trend

+330%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of BlizzCon fans

4.7% are female, 95.3% are male, average age 36.2.

Fig. 02

Gender split

4.7%
Female
95.3%
Male
Demographic split for BlizzCon audience in Germany
MetricValue
Female4.7%
Male95.3%
Average age36.2
Estimated audience size41,788
Fig. 03

Age distribution

Ø 36.2
average years
Age distribution of the BlizzCon audience in Germany
Age bracketShare%
16-1911%
20-2938%
30-3930%
40-4910%
50+11%
Fig. 04

Worldwide distribution

5.5%

of the worldwide BlizzCon audience comes from Germany.

Worldwide audience distribution share by country for BlizzCon
CountryShare
United States43.8%
Brazil23.4%
Mexico6.2%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Germany average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the BlizzCon audience in Germany is strongest.

Fig. 05

Top regions by affinity

BlizzCon fans by region: top regions in Germany
#RegionReachAffinity×
01Bremen<1K1.20×
02Schleswig-Holstein~2K1.11×
03Saarland<1K1.11×
04Nordrhein-Westfalen~10K1.09×
05Niedersachsen~4K1.03×
06Berlin~2K1.03×
07Hamburg<1K0.99×
08Mecklenburg-Vorpommern<1K0.97×
09Hessen~3K0.96×
10Rheinland-Pfalz~2K0.95×
11Sachsen-Anhalt~1K0.95×
12Thüringen~1K0.94×
13Bayern~6K0.93×
14Brandenburg~1K0.92×
15Baden-Württemberg~5K0.87×
16Sachsen~2K0.86×
Fig. 06

Affinity by region

Affinity by region — BlizzCon, Germany
0.86×1.00×1.20×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for BlizzCon audience
#·InterestCategoryAffinity×
01Chung-Ang UniversityBusiness & Career406.91×
02MontpellierTravel & Leisure271.36×
03notebooksbilliger.deShopping9.85×
04Transformers (comics)Literature9.72×
05Sebastian FitzekLiterature8.04×
06MindfactoryShopping6.94×
07Game consolesTechnology & Electronics4.91×
08VodafoneTechnology & Electronics4.61×
09World of WarcraftGames4.42×
10SteamGames4.15×
11PC gameGames3.67×
12USBTechnology & Electronics3.66×
13Adventure gameGames3.16×
14Computer hardwareTechnology & Electronics3.14×
15Online gamesGames2.79×
16CrazyGamesGames2.79×
17Amazon.comShopping2.04×
18GeminiTechnology & Electronics1.75×
19FIFA World CupSports1.68×
20Borussia DortmundSports1.58×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the BlizzCon 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 BlizzCon audience · What stands out
TraitClusterDeviationScore
ExtroversionTHRILL1.57×
PatriotismCONSERVATISM1.53×
Need for SecurityCONSERVATISM1.50×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Top personality traits over-indexed by BlizzCon audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.77×
MindfulnessBALANCE0.91×
TravellingTHRILL0.94×
0×1.00× baseline2×
Section 06

Frequently asked questions

01

How many fans does BlizzCon have in Germany?

BlizzCon has an estimated audience of 41,788 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of BlizzCon fans?

4.7% of BlizzCon fans are female, 95.3% are male, with an average age of 36.2 years.

03

Which brands do BlizzCon fans like most?

BlizzCon fans show strongest brand affinity for Chung-Ang University (406.91×), Montpellier (271.36×), and Vodafone (4.61×) over the country average.

04

Where do BlizzCon fans live in Germany?

BlizzCon fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~10K), Bayern (reach ~6K), and Baden-Württemberg (reach ~5K). These three regions account for the largest share of the active audience.

05

What other brands do BlizzCon fans also like?

Beyond BlizzCon itself, the audience over-indexes on Montpellier (271.36×), Vodafone (4.61×), notebooksbilliger.de (9.85×), and Game consoles (4.91×) compared to the Germany 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 Germany who actively search for BlizzCon. 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 Germany. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.

Source: Rascasse Audience Intelligence — modeled from anonymized, multi-source behavioral signals (search, social, events), updated monthly. Data status: 09/2026.

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