Rascasse Audience Intelligence

PlayStation VR Target Market in Germany

A data profile of the people who buy, follow and care about PlayStation VR in Germany — modelled from more than twelve digital signal sources. PlayStation VR has an estimated audience of 579 people in Germany.

The average PlayStation VR fan in Germany is 34.4 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include Patreon, Stealth game, Super Mario Bros., with strongest over-indexing on Patreon (17.5× the country average).

Demographically, the PlayStation VR audience skews more male with an average age of 34.4, and over-indexes on personality traits such as Patriotism, Early Adopter Mentality.

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

The typical PlayStation VR fan in Germany is more male, around 34.4 years old, with strong Patriotism tendencies and a notable affinity for Patreon.

Category: Games · Type: Brand

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 PlayStation VR profile in Germany.

Audience size
579
in Germany
Gender
22.5%
77.5% male
Age
34.4
average years
Country rank
#161589
Brand in Germany
Fig. 01

Search interest · 12-month trend

-48%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of PlayStation VR

22.5% are female, 77.5% are male, average age 34.4.

Fig. 02

Gender split

22.5%
Female
77.5%
Male
Demographic split for PlayStation VR audience in Germany
MetricValue
Female22.5%
Male77.5%
Average age34.4
Estimated audience size579
Fig. 03

Age distribution

Ø 34.4
average years
Age distribution of the PlayStation VR audience in Germany
Age bracketShare%
16-1929%
20-2923%
30-3924%
40-4913%
50+11%
Fig. 04

Worldwide distribution

0.0%

of the worldwide PlayStation VR audience comes from Germany.

Worldwide audience distribution share by country for PlayStation VR
CountryShare
United States48.7%
United Kingdom8.1%
Japan7.6%
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 PlayStation VR audience in Germany is strongest.

Fig. 05

Top regions by affinity

PlayStation VR customers by region in Germany
#RegionReachAffinity×
01Berlin~10K1.22×
02Hamburg~6K1.16×
03Nordrhein-Westfalen~60K1.15×
04Hessen~20K1.08×
05Bremen~2K1.05×
06Niedersachsen~20K1.03×
07Rheinland-Pfalz~10K1.02×
08Sachsen-Anhalt~6K1.00×
09Schleswig-Holstein~9K0.99×
10Saarland~3K0.99×
11Brandenburg~7K0.96×
12Baden-Württemberg~30K0.95×
13Thüringen~6K0.94×
14Sachsen~10K0.93×
15Bayern~40K0.91×
16Mecklenburg-Vorpommern~4K0.82×
Fig. 06

Affinity by region

Affinity by region — PlayStation VR, Germany
0.82×1.00×1.22×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for PlayStation VR audience
#·InterestCategoryAffinity×
01Stealth gameGames29.81×
02PlayStation VitaGames25.98×
03Pet Rescue SagaGames25.14×
04Farm Heroes SagaGames24.15×
05PatreonInternet & Social Media17.50×
06FishdomGames17.40×
07UnchartedGames17.23×
08Super Smash Bros.Games17.01×
09Mario KartGames16.53×
10Retro GamerGames16.29×
11Clash of ClansGames15.29×
12Video game cultureGames14.39×
13Super Mario Bros.Games14.15×
14Super MarioGames14.12×
15Video game industryGames11.32×
16Yayoi KusamaArts & Culture9.58×
17Arcade gameGames9.58×
18RetrogamingGames8.41×
19Funny VideosInternet & Social Media7.50×
20OnlyFansTechnology & Electronics6.35×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the PlayStation VR 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 PlayStation VR audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM1.37×
Early Adopter MentalityPOWER1.16×
MindfulnessBALANCE1.14×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by PlayStation VR audience · Rather not
TraitClusterDeviationScore
Community OrientationOPEN0.63×
CreativityOPEN0.71×
Career OrientationPOWER0.77×
1.00× baseline
Section 06

Frequently asked questions

01

Who is PlayStation VR's target market in Germany?

PlayStation VR's target market in Germany covers an estimated 579 people, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of PlayStation VR customers?

22.5% of the PlayStation VR audience are female, 77.5% are male, with an average age of 34.4 years.

03

Which brands do PlayStation VR fans like most?

PlayStation VR fans show strongest brand affinity for Patreon (17.5×), Stealth game (29.81×), and Super Mario Bros. (14.15×) over the country average.

04

Where do PlayStation VR fans live in Germany?

PlayStation VR fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~60K), Bayern (reach ~40K), and Baden-Württemberg (reach ~30K). These three regions account for the largest share of the active audience.

05

What other brands do PlayStation VR fans also like?

Beyond PlayStation VR itself, the audience over-indexes on Stealth game (29.81×), Super Mario Bros. (14.15×), Fishdom (17.4×), and Yayoi Kusama (9.58×) 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 PlayStation VR. 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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