A data profile of the people who buy, follow and care about Mobile game in Germany — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 9,316,058 people in Germany.
The average Mobile game fan in Germany is 38.5 years old, more male, and lives primarily in Nordrhein-Westfalen.
The audience is concentrated in Nordrhein-Westfalen, Bayern, Baden-Württemberg.
Top brand affinities include Twitch, Gaming, Gaming computer, with strongest over-indexing on Twitch (3.92× the country average).
Demographically, the Mobile game audience skews more male with an average age of 38.5, and over-indexes on personality traits such as Early Adopter Mentality, Convenience Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 16 regions tracked by Rascasse.
The typical Mobile game fan in Germany is more male, around 38.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Twitch.
The key figures that characterise the Mobile game profile in Germany.
44.2% are female, 55.8% are male, average age 38.5.
| Metric | Value |
|---|---|
| Female | 44.2% |
| Male | 55.8% |
| Average age | 38.5 |
| Estimated audience size | 9,316,058 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 19% | |
| 30-39 | 20% | |
| 40-49 | 20% | |
| 50+ | 19% |
of the worldwide Mobile game audience comes from Germany.
| Country | Share |
|---|---|
| United States | 17.5% |
| India | 7.4% |
| Brazil | 4.6% |
Where the Mobile game audience in Germany is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Berlin | ~500K | 1.25× | |
| 02 | Bayern | ~2M | 1.19× | |
| 03 | Thüringen | ~300K | 1.15× | |
| 04 | Hessen | ~800K | 1.13× | |
| 05 | Rheinland-Pfalz | ~500K | 1.04× | |
| 06 | Nordrhein-Westfalen | ~2M | 1.03× | |
| 07 | Saarland | ~100K | 1.03× | |
| 08 | Bremen | ~80K | 1.03× | |
| 09 | Mecklenburg-Vorpommern | ~200K | 0.97× | |
| 10 | Hamburg | ~200K | 0.96× | |
| 11 | Baden-Württemberg | ~1M | 0.95× | |
| 12 | Schleswig-Holstein | ~300K | 0.95× | |
| 13 | Brandenburg | ~300K | 0.94× | |
| 14 | Sachsen-Anhalt | ~200K | 0.94× | |
| 15 | Niedersachsen | ~800K | 0.93× | |
| 16 | Sachsen | ~400K | 0.91× |
The strongest cross-interests of the Mobile game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Personal digital assistant | Technology & Electronics | 7.95× | ||
| 02 | Call of Duty | Games | 5.68× | ||
| 03 | Gaming | Games | 5.26× | ||
| 04 | Counter-Strike: Global Offensive | Games | 5.22× | ||
| 05 | Gaming computer | Technology & Electronics | 4.97× | ||
| 06 | Fortnite | Games | 4.66× | ||
| 07 | Epic Games | Games | 4.63× | ||
| 08 | PC game | Games | 4.04× | ||
| 09 | League of Legends | Games | 3.96× | ||
| 10 | Twitch | Games | 3.92× | ||
| 11 | Ninja (gamer) | Games | 3.85× | ||
| 12 | World of Warcraft | Games | 3.59× | ||
| 13 | Gamer | Games | 3.42× | ||
| 14 | Playstation 5 | Games | 3.37× | ||
| 15 | Strategy games | Games | 3.28× | ||
| 16 | Game consoles | Technology & Electronics | 2.48× | ||
| 17 | Chat GPT | Technology & Electronics | 2.24× | ||
| 18 | Mobile device | Technology & Electronics | 2.18× | ||
| 19 | TikTok | Internet & Social Media | 2.04× | ||
| 20 | Smartphones | Technology & Electronics | 1.64× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 2.57× | |
| Convenience Orientation | PREMIUM | 1.39× | |
| Social Media Usage | JOY | 1.33× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.68× | |
| Healthy Lifestyle | BALANCE | 0.77× | |
| Indulgence | JOY | 0.77× |
Mobile game has an estimated audience of 9,316,058 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.
44.2% of Mobile game fans are female, 55.8% are male, with an average age of 38.5 years.
Mobile game fans show strongest brand affinity for Twitch (3.92×), Gaming (5.26×), and Gaming computer (4.97×) over the country average.
Mobile game fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~2M), Bayern (reach ~2M), and Baden-Württemberg (reach ~1M). These three regions account for the largest share of the active audience.
Beyond Mobile game itself, the audience over-indexes on Gaming (5.26×), Gaming computer (4.97×), Fortnite (4.66×), and TikTok (2.04×) compared to the Germany average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Germany who actively search for Mobile game. 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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