Rascasse Audience Intelligence

Virtual world Audience in Germany

A data profile of the people who buy, follow and care about Virtual world in Germany — modelled from more than twelve digital signal sources. Virtual world has an estimated audience of 235,552 people in Germany.

The average Virtual world fan in Germany is 31.5 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include Instant Gaming, Netto Marken-Discount, Country rap, with strongest over-indexing on Instant Gaming (8.8× the country average).

Demographically, the Virtual world audience skews more male with an average age of 31.5, and over-indexes on personality traits such as Need for Security, Risk Appetite.

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

The typical Virtual world fan in Germany is more male, around 31.5 years old, with strong Need for Security tendencies and a notable affinity for Instant Gaming.

Category: Technology & Electronics · Type: Topic · Subtype: Tech trend

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 Virtual world profile in Germany.

Audience size
236K
in Germany
Gender
25.4%
74.6% male
Age
31.5
average years
Country rank
#20435
Topic in Germany
Fig. 01

Search interest · 12-month trend

-46%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Virtual world fans

25.4% are female, 74.6% are male, average age 31.5.

Fig. 02

Gender split

25.4%
Female
74.6%
Male
Demographic split for Virtual world audience in Germany
MetricValue
Female25.4%
Male74.6%
Average age31.5
Estimated audience size235,552
Fig. 03

Age distribution

Ø 31.5
average years
Age distribution of the Virtual world audience in Germany
Age bracketShare%
16-1937%
20-2925%
30-3919%
40-4912%
50+7%
Fig. 04

Worldwide distribution

2.9%

of the worldwide Virtual world audience comes from Germany.

Worldwide audience distribution share by country for Virtual world
CountryShare
United States41.6%
Japan6.4%
India5.1%
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 Virtual world audience in Germany is strongest.

Fig. 05

Top regions by affinity

Virtual world fans by region: top regions in Germany
#RegionReachAffinity×
01Bremen~3K1.33×
02Saarland~3K1.20×
03Berlin~10K1.10×
04Mecklenburg-Vorpommern~5K1.03×
05Sachsen-Anhalt~6K1.02×
06Thüringen~6K1.00×
07Sachsen~10K0.97×
08Brandenburg~7K0.96×
09Baden-Württemberg~30K0.93×
10Hamburg~5K0.93×
11Nordrhein-Westfalen~50K0.91×
12Rheinland-Pfalz~10K0.91×
13Bayern~30K0.90×
14Schleswig-Holstein~8K0.90×
15Niedersachsen~20K0.88×
16Hessen~10K0.83×
Fig. 06

Affinity by region

Affinity by region — Virtual world, Germany
0.83×1.00×1.33×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Virtual world audience
#·InterestCategoryAffinity×
01Second LifeGames12.98×
02Instant GamingGames8.80×
03Battlefield (series)Games6.94×
04Advanced Micro DevicesTechnology & Electronics6.52×
05Country rapMusic & Radio5.86×
06Virtual realityTechnology & Electronics4.54×
07Counter-Strike: Global OffensiveGames4.42×
08Electronic sportsSports4.38×
09FIFA (video game series)Games4.03×
10Strategy gamesGames3.58×
11Call of DutyGames3.42×
12World of WarcraftGames3.10×
13KickerSports3.00×
14PokémonGames2.95×
15PostbankBusiness & Career2.51×
16Netto Marken-DiscountShopping2.28×
17RedditInternet & Social Media2.06×
18TikTokInternet & Social Media1.71×
19Video gamesGames1.69×
20TagesschauMovies & TV1.61×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Virtual world 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 Virtual world audience · What stands out
TraitClusterDeviationScore
Need for SecurityCONSERVATISM1.72×
Risk AppetiteTHRILL1.62×
PatriotismCONSERVATISM1.55×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Virtual world audience · Rather not
TraitClusterDeviationScore
SustainabilityBALANCE0.52×
Design AffinityPREMIUM0.55×
MindfulnessBALANCE0.58×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Virtual world have in Germany?

Virtual world has an estimated audience of 235,552 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of Virtual world fans?

25.4% of Virtual world fans are female, 74.6% are male, with an average age of 31.5 years.

03

Which brands do Virtual world fans like most?

Virtual world fans show strongest brand affinity for Instant Gaming (8.8×), Netto Marken-Discount (2.28×), and Country rap (5.86×) over the country average.

04

Where do Virtual world fans live in Germany?

Virtual world fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~50K), Bayern (reach ~30K), and Baden-Württemberg (reach ~30K). These three regions account for the largest share of the active audience.

05

What other brands do Virtual world fans also like?

Beyond Virtual world itself, the audience over-indexes on Netto Marken-Discount (2.28×), Country rap (5.86×), Virtual reality (4.54×), and TikTok (1.71×) 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 Virtual world. 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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