Rascasse Audience Intelligence

Real-time strategy Audience in Germany

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.

Category: Games · Type: Topic · Subtype: Gaming genre

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 Real-time strategy profile in Germany.

Audience size
3.9M
in Germany
Gender
39.9%
60.1% male
Age
37.0
average years
Country rank
#1501
Topic in Germany
Fig. 01

Search interest · 12-month trend

-27%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Real-time strategy fans

39.9% are female, 60.1% are male, average age 37.0.

Fig. 02

Gender split

39.9%
Female
60.1%
Male
Demographic split for Real-time strategy audience in Germany
MetricValue
Female39.9%
Male60.1%
Average age37.0
Estimated audience size3,947,815
Fig. 03

Age distribution

Ø 37.0
average years
Age distribution of the Real-time strategy audience in Germany
Age bracketShare%
16-1925%
20-2920%
30-3920%
40-4920%
50+15%
Fig. 04

Worldwide distribution

4.4%

of the worldwide Real-time strategy audience comes from Germany.

Worldwide audience distribution share by country for Real-time strategy
CountryShare
United States17.1%
China8.6%
Japan6.5%
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 Real-time strategy audience in Germany is strongest.

Fig. 05

Top regions by affinity

Real-time strategy fans by region: top regions in Germany
#RegionReachAffinity×
01Berlin~200K1.11×
02Schleswig-Holstein~200K1.11×
03Rheinland-Pfalz~200K1.05×
04Sachsen-Anhalt~100K1.04×
05Bremen~30K1.03×
06Hamburg~90K1.02×
07Nordrhein-Westfalen~900K1.01×
08Niedersachsen~400K1.01×
09Mecklenburg-Vorpommern~80K1.01×
10Baden-Württemberg~500K1.00×
11Hessen~300K1.00×
12Saarland~50K0.99×
13Thüringen~100K0.97×
14Sachsen~200K0.96×
15Brandenburg~100K0.96×
16Bayern~600K0.94×
Fig. 06

Affinity by region

Affinity by region — Real-time strategy, Germany
0.94×1.00×1.11×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Real-time strategy audience
#·InterestCategoryAffinity×
01Boom BeachGames10.30×
02Fallout (series)Games6.86×
03WarcraftGames6.36×
04Monster HunterGames5.64×
05Counter-Strike: Global OffensiveGames5.57×
06Music video gameMusic & Radio5.26×
07Puzzle video gamesGames4.76×
08Call of DutyGames4.57×
09Strategy video gameGames4.47×
10Assassin's CreedGames4.32×
11Epic GamesGames4.17×
12World of WarcraftGames3.84×
13Strategy gamesGames3.73×
14League of LegendsGames3.69×
15PaybackShopping3.66×
16TwitchGames3.41×
17Digital electronicsTechnology & Electronics3.25×
18PC gameGames3.16×
19Mobile gameGames2.54×
20SteamGames2.49×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Real-time strategy 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 Real-time strategy audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.86×
Social Media UsageJOY1.19×
Quality AwarenessPREMIUM1.15×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Real-time strategy audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.50×
MindfulnessBALANCE0.53×
Community OrientationOPEN0.57×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Real-time strategy have in Germany?

Real-time strategy has an estimated audience of 3,947,815 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of Real-time strategy fans?

39.9% of Real-time strategy fans are female, 60.1% are male, with an average age of 37.0 years.

03

Which brands do Real-time strategy fans like most?

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.

04

Where do Real-time strategy fans live in Germany?

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.

05

What other brands do Real-time strategy fans also like?

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.

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 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.

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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