Virtual world Audience in Germany

Virtual world has an estimated audience of 235,552 people in Germany. 25.4% are female, 74.6% are male, average age 31.5. Top regions: Nordrhein-Westfalen, Bayern, Baden-Württemberg. Top brand affinities: Country rap, Instant Gaming, Electronic sports, Borussia Dortmund, Counter-Strike: Global Offensive.

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 Country rap, Instant Gaming, Electronic sports, with strongest over-indexing on Country rap (7.56× 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 Early Adopter Mentality, Need for Security. Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 16 regions tracked by Rascasse.

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

Demographics of Virtual world fans

Demographic split for Virtual world audience in Germany
MetricValue
Female25.4%
Male74.6%
Average age31.5
Estimated audience size235,552

Audience persona

The typical Virtual world fan in Germany is more male, around 31.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Country rap.

Top regions in Germany

Top regions ranked by reach for Virtual world in Germany
RegionReachAffinity
Nordrhein-Westfalen51,633
Bayern38,5661.02×
Baden-Württemberg31,3790.98×
Niedersachsen21,0040.92×
Hessen13,6840.76×
Sachsen11,558
Rheinland-Pfalz10,4980.89×
Berlin9,5880.91×
Schleswig-Holstein6,0550.72×
Thüringen5,3030.88×
Brandenburg5,1890.71×
Sachsen-Anhalt5,1510.84×
Saarland4,5031.56×
Bremen4,2272.1×
Hamburg4,2260.79×
Mecklenburg-Vorpommern4,1360.92×

Top brand affinities

Brands and entities this audience over-indexes on, vs. the country average.

Top brand affinities (over-index vs. country average) for Virtual world audience
BrandAffinityCategory
Country rap7.56×Music & Radio
Instant Gaming6.49×Games
Electronic sports5.63×Sports
Borussia Dortmund1.52×Sports
Counter-Strike: Global Offensive5.64×Games
Netto Marken-Discount2.22×Shopping
Fortnite4.12×Games
Call of Duty4.41×Games
Kicker3.91×Sports
Pets1.7×Pets & Animals
Telegram3.82×Internet & Social Media
TikTok1.68×Internet & Social Media
Data compression18.29×Technology & Electronics
League of Legends3.95×Games
Role-playing games3.46×Games
Strategy games4.06×Games
World of Warcraft3.66×Games
Automobiles1.68×Cars & Mobility
Indeed.com2.37×Business & Career
Photocopier9.6×Business & Career

Psychographic profile

Top six personality traits over-indexed by this audience (1.0 = country average).

Top personality traits over-indexed by Virtual world audience
TraitClusterScore
Early Adopter MentalityPOWER1.51
Need for SecurityCONSERVATISM1.44
PatriotismCONSERVATISM1.38
ExtroversionTHRILL1.29
Social Media UsageJOY1.22
Pet OwnershipJOY1.19

Worldwide distribution

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

See Virtual world audiences in other countries

More Tech trend audiences in Germany

Frequently asked questions

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.

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.

Which brands do Virtual world fans like most?

Virtual world fans show strongest brand affinity for Country rap (7.56×), Instant Gaming (6.49×), and Electronic sports (5.63×) over the country average.

Where do Virtual world fans live in Germany?

Virtual world fans in Germany are most concentrated in Nordrhein-Westfalen (reach 51,633), Bayern (reach 38,566), and Baden-Württemberg (reach 31,379). These three regions account for the largest share of the active audience.

What other brands do Virtual world fans also like?

Beyond Virtual world itself, the audience over-indexes on Instant Gaming (6.49×), Electronic sports (5.63×), Borussia Dortmund (1.52×), and Counter-Strike: Global Offensive (5.64×) compared to the Germany average.

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.