A data profile of the people who buy, follow and care about Real-time strategy in Germany — modelled from more than twelve digital signal sources. Real-time strategy has an estimated audience of 3,947,815 people in Germany.
The average Real-time strategy fan in Germany is 37.0 years old, more male, and lives primarily in Nordrhein-Westfalen.
The audience is concentrated in Nordrhein-Westfalen, Bayern, Baden-Württemberg.
Top brand affinities include Puzzle video games, Twitch, Counter-Strike: Global Offensive, with strongest over-indexing on Puzzle video games (4.76× the country average).
Demographically, the Real-time strategy audience skews more male with an average age of 37.0, and over-indexes on personality traits such as Early Adopter Mentality, 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 Real-time strategy fan in Germany is more male, around 37.0 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Puzzle video games.
The key figures that characterise the Real-time strategy profile in Germany.
39.9% are female, 60.1% are male, average age 37.0.
| Metric | Value |
|---|---|
| Female | 39.9% |
| Male | 60.1% |
| Average age | 37.0 |
| Estimated audience size | 3,947,815 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 25% | |
| 20-29 | 20% | |
| 30-39 | 20% | |
| 40-49 | 20% | |
| 50+ | 15% |
of the worldwide Real-time strategy audience comes from Germany.
| Country | Share |
|---|---|
| United States | 17.1% |
| China | 8.6% |
| Japan | 6.5% |
Where the Real-time strategy audience in Germany is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Berlin | ~200K | 1.11× | |
| 02 | Schleswig-Holstein | ~200K | 1.11× | |
| 03 | Rheinland-Pfalz | ~200K | 1.05× | |
| 04 | Sachsen-Anhalt | ~100K | 1.04× | |
| 05 | Bremen | ~30K | 1.03× | |
| 06 | Hamburg | ~90K | 1.02× | |
| 07 | Nordrhein-Westfalen | ~900K | 1.01× | |
| 08 | Niedersachsen | ~400K | 1.01× | |
| 09 | Mecklenburg-Vorpommern | ~80K | 1.01× | |
| 10 | Baden-Württemberg | ~500K | 1.00× | |
| 11 | Hessen | ~300K | 1.00× | |
| 12 | Saarland | ~50K | 0.99× | |
| 13 | Thüringen | ~100K | 0.97× | |
| 14 | Sachsen | ~200K | 0.96× | |
| 15 | Brandenburg | ~100K | 0.96× | |
| 16 | Bayern | ~600K | 0.94× |
The strongest cross-interests of the Real-time strategy audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Boom Beach | Games | 10.30× | ||
| 02 | Fallout (series) | Games | 6.86× | ||
| 03 | Warcraft | Games | 6.36× | ||
| 04 | Monster Hunter | Games | 5.64× | ||
| 05 | Counter-Strike: Global Offensive | Games | 5.57× | ||
| 06 | Music video game | Music & Radio | 5.26× | ||
| 07 | Puzzle video games | Games | 4.76× | ||
| 08 | Call of Duty | Games | 4.57× | ||
| 09 | Strategy video game | Games | 4.47× | ||
| 10 | Assassin's Creed | Games | 4.32× | ||
| 11 | Epic Games | Games | 4.17× | ||
| 12 | World of Warcraft | Games | 3.84× | ||
| 13 | Strategy games | Games | 3.73× | ||
| 14 | League of Legends | Games | 3.69× | ||
| 15 | Payback | Shopping | 3.66× | ||
| 16 | Twitch | Games | 3.41× | ||
| 17 | Digital electronics | Technology & Electronics | 3.25× | ||
| 18 | PC game | Games | 3.16× | ||
| 19 | Mobile game | Games | 2.54× | ||
| 20 | Steam | Games | 2.49× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.86× | |
| Social Media Usage | JOY | 1.19× | |
| Quality Awareness | PREMIUM | 1.15× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.50× | |
| Mindfulness | BALANCE | 0.53× | |
| Community Orientation | OPEN | 0.57× |
Real-time strategy has an estimated audience of 3,947,815 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.
39.9% of Real-time strategy fans are female, 60.1% are male, with an average age of 37.0 years.
Real-time strategy fans show strongest brand affinity for Puzzle video games (4.76×), Twitch (3.41×), and Counter-Strike: Global Offensive (5.57×) over the country average.
Real-time strategy fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~900K), Bayern (reach ~600K), and Baden-Württemberg (reach ~500K). These three regions account for the largest share of the active audience.
Beyond Real-time strategy itself, the audience over-indexes on Twitch (3.41×), Counter-Strike: Global Offensive (5.57×), World of Warcraft (3.84×), and Strategy video game (4.47×) 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 Real-time strategy. 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.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.