Rascasse Audience Intelligence

GameCube Target Market in Germany

A data profile of the people who buy, follow and care about GameCube in Germany — modelled from more than twelve digital signal sources. GameCube has an estimated audience of 211,167 people in Germany.

The average GameCube fan in Germany is 34.5 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include Harvard Medical School, Scooby-Doo, Twitch, with strongest over-indexing on Harvard Medical School (83.13× the country average).

Demographically, the GameCube audience skews more male with an average age of 34.5, and over-indexes on personality traits such as Extroversion, 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 GameCube fan in Germany is more male, around 34.5 years old, with strong Extroversion tendencies and a notable affinity for Harvard Medical School.

Category: Games · Type: Brand · Subtype: Console

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 GameCube profile in Germany.

Audience size
211K
in Germany
Gender
24.8%
75.2% male
Age
34.5
average years
Country rank
#21967
Brand in Germany
Fig. 01

Search interest · 12-month trend

-40%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of GameCube

24.8% are female, 75.2% are male, average age 34.5.

Fig. 02

Gender split

24.8%
Female
75.2%
Male
Demographic split for GameCube audience in Germany
MetricValue
Female24.8%
Male75.2%
Average age34.5
Estimated audience size211,167
Fig. 03

Age distribution

Ø 34.5
average years
Age distribution of the GameCube audience in Germany
Age bracketShare%
16-1925%
20-2926%
30-3925%
40-4915%
50+9%
Fig. 04

Worldwide distribution

6.2%

of the worldwide GameCube audience comes from Germany.

Worldwide audience distribution share by country for GameCube
CountryShare
United States32.5%
France8.0%
Germany6.2%
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 GameCube audience in Germany is strongest.

Fig. 05

Top regions by affinity

GameCube customers by region in Germany
#RegionReachAffinity×
01Rheinland-Pfalz~10K1.12×
02Nordrhein-Westfalen~50K1.11×
03Niedersachsen~20K1.11×
04Saarland~3K1.09×
05Hamburg~5K1.07×
06Bremen~2K1.04×
07Hessen~20K1.02×
08Schleswig-Holstein~8K1.01×
09Sachsen-Anhalt~6K1.01×
10Sachsen~10K0.95×
11Berlin~10K0.95×
12Mecklenburg-Vorpommern~4K0.94×
13Baden-Württemberg~30K0.93×
14Thüringen~5K0.90×
15Bayern~30K0.89×
16Brandenburg~6K0.88×
Fig. 06

Affinity by region

Affinity by region — GameCube, Germany
0.88×1.00×1.12×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for GameCube audience
#·InterestCategoryAffinity×
01Donkey Kong 64Games91.90×
02Harvard Medical SchoolBusiness & Career83.13×
03uncharted 2Games38.73×
04Video game industryGames22.65×
05Nintendo DSGames17.71×
06Grown Ups (film)Movies & TV16.57×
07Mario Kart 8 DeluxeGames14.50×
08RetrogamingGames13.72×
09Scooby-DooMovies & TV13.63×
10IdiocracyMovies & TV13.53×
11Monster Hunter (video game)Games12.20×
12Genshin ImpactGames8.80×
13TwitchGames8.46×
14TikTokInternet & Social Media4.90×
15SteamGames4.36×
16PeacemakerMovies & TV4.21×
17ImmoScout24Home & Garden2.83×
18FIFA World CupSports2.17×
19Borussia DortmundSports2.10×
20FC Bayern MunichSports1.75×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the GameCube 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 GameCube audience · What stands out
TraitClusterDeviationScore
ExtroversionTHRILL2.78×
Social Media UsageJOY2.32×
PatriotismCONSERVATISM2.11×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by GameCube audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.74×
MindfulnessBALANCE0.85×
Healthy LifestyleBALANCE0.96×
1.00× baseline
Section 06

Frequently asked questions

01

Who is GameCube's target market in Germany?

GameCube's target market in Germany covers an estimated 211,167 people, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of GameCube customers?

24.8% of the GameCube audience are female, 75.2% are male, with an average age of 34.5 years.

03

Which brands do GameCube fans like most?

GameCube fans show strongest brand affinity for Harvard Medical School (83.13×), Scooby-Doo (13.63×), and Twitch (8.46×) over the country average.

04

Where do GameCube fans live in Germany?

GameCube fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~50K), Bayern (reach ~30K), and Baden-Württemberg (reach ~30K). These three regions account for the largest share of the active audience.

05

What other brands do GameCube fans also like?

Beyond GameCube itself, the audience over-indexes on Scooby-Doo (13.63×), Twitch (8.46×), TikTok (4.9×), and Video game industry (22.65×) 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 GameCube. 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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