Rascasse Audience Intelligence

Electronic sports Audience in Germany

A data profile of the people who buy, follow and care about Electronic sports in Germany — modelled from more than twelve digital signal sources. Electronic sports has an estimated audience of 3,154,419 people in Germany.

The average Electronic sports fan in Germany is 31.8 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include Mobile game, Twitch, Gaming computer, with strongest over-indexing on Mobile game (5.3× the country average).

Demographically, the Electronic sports audience skews more male with an average age of 31.8, and over-indexes on personality traits such as Need for Security, Social Media Usage.

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

The typical Electronic sports fan in Germany is more male, around 31.8 years old, with strong Need for Security tendencies and a notable affinity for Mobile game.

Category: Sports · Type: Topic · Subtype: Sport

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 Electronic sports profile in Germany.

Audience size
3.2M
in Germany
Gender
24.1%
75.9% male
Age
31.8
average years
Country rank
#1981
Topic in Germany
Fig. 01

Search interest · 12-month trend

+5%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Electronic sports fans

24.1% are female, 75.9% are male, average age 31.8.

Fig. 02

Gender split

24.1%
Female
75.9%
Male
Demographic split for Electronic sports audience in Germany
MetricValue
Female24.1%
Male75.9%
Average age31.8
Estimated audience size3,154,419
Fig. 03

Age distribution

Ø 31.8
average years
Age distribution of the Electronic sports audience in Germany
Age bracketShare%
16-1937%
20-2926%
30-3918%
40-4911%
50+8%
Fig. 04

Worldwide distribution

4.7%

of the worldwide Electronic sports audience comes from Germany.

Worldwide audience distribution share by country for Electronic sports
CountryShare
United States14.3%
China4.9%
India4.9%
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 Electronic sports audience in Germany is strongest.

Fig. 05

Top regions by affinity

Electronic sports fans by region: top regions in Germany
#RegionReachAffinity×
01Brandenburg~100K1.11×
02Thüringen~80K1.05×
03Nordrhein-Westfalen~700K1.04×
04Berlin~100K1.03×
05Schleswig-Holstein~100K1.02×
06Bremen~30K1.02×
07Niedersachsen~300K1.01×
08Sachsen~200K1.01×
09Bayern~500K1.00×
10Rheinland-Pfalz~200K1.00×
11Hamburg~70K1.00×
12Sachsen-Anhalt~80K0.96×
13Hessen~200K0.95×
14Mecklenburg-Vorpommern~60K0.95×
15Saarland~40K0.95×
16Baden-Württemberg~400K0.93×
Fig. 06

Affinity by region

Affinity by region — Electronic sports, Germany
0.93×1.00×1.11×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Electronic sports audience
#·InterestCategoryAffinity×
01CasekingGames12.24×
02Counter-Strike: Global OffensiveGames8.45×
03Gaming computerTechnology & Electronics7.49×
04NinjaSports6.39×
05DiscordInternet & Social Media6.15×
06ZarbexInternet & Social Media5.99×
07PC gameGames5.44×
08TwitchGames5.38×
09Instant GamingGames5.34×
10Mobile gameGames5.30×
11Ninja (gamer)Games4.49×
12FortniteGames4.40×
13GamingGames4.35×
14Massively multiplayer online role-playing gamesGames4.20×
15GamerGames3.56×
16TransfermarktSports2.71×
17TikTokInternet & Social Media1.99×
18UEFA Champions LeagueSports1.95×
19FIFA World CupSports1.89×
20BundesligaSports1.64×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Electronic sports 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 Electronic sports audience · What stands out
TraitClusterDeviationScore
Need for SecurityCONSERVATISM1.58×
Social Media UsageJOY1.54×
PatriotismCONSERVATISM1.44×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Electronic sports audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.44×
Quality AwarenessPREMIUM0.49×
TraditionCONSERVATISM0.60×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Electronic sports have in Germany?

Electronic sports has an estimated audience of 3,154,419 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of Electronic sports fans?

24.1% of Electronic sports fans are female, 75.9% are male, with an average age of 31.8 years.

03

Which brands do Electronic sports fans like most?

Electronic sports fans show strongest brand affinity for Mobile game (5.3×), Twitch (5.38×), and Gaming computer (7.49×) over the country average.

04

Where do Electronic sports fans live in Germany?

Electronic sports fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~700K), Bayern (reach ~500K), and Baden-Württemberg (reach ~400K). These three regions account for the largest share of the active audience.

05

What other brands do Electronic sports fans also like?

Beyond Electronic sports itself, the audience over-indexes on Twitch (5.38×), Gaming computer (7.49×), Counter-Strike: Global Offensive (8.45×), and PC game (5.44×) 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 Electronic sports. 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.

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