Rascasse Audience Intelligence

Video games Audience in Germany

A data profile of the people who buy, follow and care about Video games in Germany — modelled from more than twelve digital signal sources. Video games has an estimated audience of 15,840,709 people in Germany.

The average Video games fan in Germany is 37.3 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include Mobile game, Barbie, Twitch, with strongest over-indexing on Mobile game (2.02× the country average).

Demographically, the Video games audience skews more male with an average age of 37.3, and over-indexes on personality traits such as Early Adopter Mentality, Patriotism.

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

The typical Video games fan in Germany is more male, around 37.3 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Mobile game.

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 Video games profile in Germany.

Audience size
15.8M
in Germany
Gender
43.2%
56.8% male
Age
37.3
average years
Country rank
#126
Topic in Germany
Fig. 01

Search interest · 12-month trend

-10%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Video games fans

43.2% are female, 56.8% are male, average age 37.3.

Fig. 02

Gender split

43.2%
Female
56.8%
Male
Demographic split for Video games audience in Germany
MetricValue
Female43.2%
Male56.8%
Average age37.3
Estimated audience size15,840,709
Fig. 03

Age distribution

Ø 37.3
average years
Age distribution of the Video games audience in Germany
Age bracketShare%
16-1924%
20-2920%
30-3921%
40-4920%
50+15%
Fig. 04

Worldwide distribution

2.9%

of the worldwide Video games audience comes from Germany.

Worldwide audience distribution share by country for Video games
CountryShare
United States19.5%
India5.7%
Brazil4.3%
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 Video games audience in Germany is strongest.

Fig. 05

Top regions by affinity

Video games fans by region: top regions in Germany
#RegionReachAffinity×
01Berlin~1M1.45×
02Hessen~1.5M1.23×
03Rheinland-Pfalz~900K1.13×
04Bremen~200K1.13×
05Nordrhein-Westfalen~3.5M1.01×
06Saarland~200K0.98×
07Bayern~2.5M0.97×
08Schleswig-Holstein~500K0.97×
09Thüringen~400K0.97×
10Baden-Württemberg~2M0.96×
11Hamburg~300K0.95×
12Niedersachsen~1.5M0.93×
13Brandenburg~500K0.92×
14Sachsen~700K0.86×
15Sachsen-Anhalt~300K0.85×
16Mecklenburg-Vorpommern~200K0.81×
Fig. 06

Affinity by region

Affinity by region — Video games, Germany
0.81×1.00×1.45×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Video games audience
#·InterestCategoryAffinity×
01Pokémon (video game series)Games2.14×
02OtakuLiterature2.07×
03GamingGames2.04×
04Mobile gameGames2.02×
05Ninja (gamer)Games1.99×
06FortniteGames1.97×
07Gaming computerTechnology & Electronics1.96×
08Anime conventionLiterature1.88×
09PC gameGames1.84×
10GamerGames1.83×
11Anime and manga fandomLiterature1.81×
12Massively multiplayer online role-playing gamesGames1.81×
13League of LegendsGames1.75×
14Playstation 5Games1.73×
15Role-playing gamesGames1.71×
16One PieceMovies & TV1.70×
17BarbieMovies & TV1.69×
18Game consolesTechnology & Electronics1.69×
19EA Sports FCGames1.65×
20TwitchGames1.62×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Video games 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 Video games audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.13×
PatriotismCONSERVATISM1.11×
Need for SecurityCONSERVATISM1.11×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Video games audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.76×
TraditionCONSERVATISM0.79×
CreativityOPEN0.81×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Video games have in Germany?

Video games has an estimated audience of 15,840,709 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of Video games fans?

43.2% of Video games fans are female, 56.8% are male, with an average age of 37.3 years.

03

Which brands do Video games fans like most?

Video games fans show strongest brand affinity for Mobile game (2.02×), Barbie (1.69×), and Twitch (1.62×) over the country average.

04

Where do Video games fans live in Germany?

Video games fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~3.5M), Bayern (reach ~2.5M), and Baden-Württemberg (reach ~2M). These three regions account for the largest share of the active audience.

05

What other brands do Video games fans also like?

Beyond Video games itself, the audience over-indexes on Barbie (1.69×), Twitch (1.62×), Gamer (1.83×), and Ninja (gamer) (1.99×) 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 Video games. 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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