A data profile of the people who buy, follow and care about Minecraft in Germany — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 8,526,755 people in Germany.
Minecraft fans in Germany are concentrated in Nordrhein-Westfalen, with strong brand affinity for TikTok.
The audience is concentrated in Nordrhein-Westfalen, Bayern, Baden-Württemberg.
Top brand affinities include TikTok, Minecraft, Live events, with strongest over-indexing on TikTok (2.96× the country average).
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 16 regions tracked by Rascasse.
The key figures that characterise the Minecraft profile in Germany.
| Metric | Value |
|---|---|
| Estimated audience size | 8,526,755 |
of the worldwide Minecraft audience comes from Germany.
| Country | Share |
|---|---|
| United States | 29.3% |
| Brazil | 7.7% |
| Germany | 6.0% |
Where the Minecraft audience in Germany is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Brandenburg | ~300K | 1.17× | |
| 02 | Sachsen | ~500K | 1.12× | |
| 03 | Thüringen | ~200K | 1.10× | |
| 04 | Niedersachsen | ~900K | 1.08× | |
| 05 | Rheinland-Pfalz | ~400K | 1.07× | |
| 06 | Schleswig-Holstein | ~300K | 1.05× | |
| 07 | Nordrhein-Westfalen | ~2M | 1.03× | |
| 08 | Sachsen-Anhalt | ~200K | 1.01× | |
| 09 | Saarland | ~100K | 1.01× | |
| 10 | Mecklenburg-Vorpommern | ~200K | 1.00× | |
| 11 | Bremen | ~70K | 0.97× | |
| 12 | Baden-Württemberg | ~1M | 0.95× | |
| 13 | Hessen | ~600K | 0.95× | |
| 14 | Bayern | ~1M | 0.94× | |
| 15 | Berlin | ~300K | 0.81× | |
| 16 | Hamburg | ~100K | 0.73× |
The strongest cross-interests of the Minecraft audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Minecraft | Games | 8.29× | ||
| 02 | Anime convention | Literature | 5.08× | ||
| 03 | TikTok | Internet & Social Media | 2.96× | ||
| 04 | Live events | Music & Radio | 2.54× | ||
| 05 | Technology | Technology & Electronics | 2.16× | ||
| 06 | Shopping | Shopping | 2.15× | ||
| 07 | Design | Home & Garden | 2.13× | ||
| 08 | Reading | Literature | 2.12× | ||
| 09 | Food | Food & Beverages | 2.11× | ||
| 10 | Outdoor recreation | Sports | 2.07× | ||
| 11 | Photography | Arts & Culture | 2.06× | ||
| 12 | Beauty | Beauty & Wellness | 2.05× | ||
| 13 | Music | Business & Career | 2.04× | ||
| 14 | Germany | Travel & Leisure | 2.04× | ||
| 15 | Online shopping | Shopping | 2.03× | ||
| 16 | Clothing | Fashion & Accessoires | 2.01× | ||
| 17 | Business | Business & Career | 2.01× | ||
| 18 | Sports and outdoors | Sports | 1.99× | ||
| 19 | Fitness and wellness | Sports | 1.97× | ||
| 20 | Family and relationships | Kids & Family | 1.88× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Germany who actively search for Minecraft. 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 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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