Rascasse Audience Intelligence

Warcraft Audience in Germany

A data profile of the people who buy, follow and care about Warcraft in Germany — modelled from more than twelve digital signal sources. Warcraft has an estimated audience of 1,126,298 people in Germany.

The average Warcraft fan in Germany is 27.6 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include The Elder Scrolls, World of Warcraft, Alienware, with strongest over-indexing on The Elder Scrolls (39.22× the country average).

Demographically, the Warcraft audience skews more male with an average age of 27.6, 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 Warcraft fan in Germany is more male, around 27.6 years old, with strong Early Adopter Mentality tendencies and a notable affinity for The Elder Scrolls.

Category: Games · Type: Video / Board Game

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 Warcraft profile in Germany.

Audience size
1.1M
in Germany
Gender
30.4%
69.6% male
Age
27.6
average years
Country rank
#5865
Video / Board Game in Germany
Fig. 01

Search interest · 12-month trend

-13%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Warcraft fans

30.4% are female, 69.6% are male, average age 27.6.

Fig. 02

Gender split

30.4%
Female
69.6%
Male
Demographic split for Warcraft audience in Germany
MetricValue
Female30.4%
Male69.6%
Average age27.6
Estimated audience size1,126,298
Fig. 03

Age distribution

Ø 27.6
average years
Age distribution of the Warcraft audience in Germany
Age bracketShare%
16-1954%
20-2921%
30-3913%
40-497%
50+4%
Fig. 04

Worldwide distribution

7.0%

of the worldwide Warcraft audience comes from Germany.

Worldwide audience distribution share by country for Warcraft
CountryShare
United States30.0%
Germany7.0%
United Kingdom4.3%
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 Warcraft audience in Germany is strongest.

Fig. 05

Top regions by affinity

Warcraft fans by region: top regions in Germany
#RegionReachAffinity×
01Hessen~100K1.14×
02Niedersachsen~100K1.10×
03Nordrhein-Westfalen~300K1.04×
04Berlin~50K1.02×
05Bayern~200K1.01×
06Thüringen~30K1.01×
07Baden-Württemberg~200K1.00×
08Schleswig-Holstein~40K1.00×
09Rheinland-Pfalz~60K0.99×
10Sachsen~50K0.98×
11Brandenburg~30K0.97×
12Hamburg~20K0.96×
13Saarland~10K0.96×
14Sachsen-Anhalt~30K0.95×
15Bremen~9K0.95×
16Mecklenburg-Vorpommern~20K0.93×
Fig. 06

Affinity by region

Affinity by region — Warcraft, Germany
0.93×1.00×1.14×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Warcraft audience
#·InterestCategoryAffinity×
01AlienwareTechnology & Electronics40.30×
02The Elder ScrollsGames39.22×
03Battlefield 4Games29.40×
04Red Dead RedemptionGames24.71×
05Multiplayer online battle arenaGames21.44×
06BetfairGames18.71×
07World of WarcraftGames14.12×
08TokyoTravel & Leisure13.37×
09Counter-Strike: Global OffensiveGames13.09×
10SteamGames9.27×
11Action role-playing gameGames8.18×
12Epic GamesGames7.44×
13Electronic sportsSports6.74×
14Desktop computersTechnology & Electronics6.71×
15Collectible card gameGames6.47×
16TipicoGames6.36×
17Real-time strategyGames6.36×
18League of LegendsGames5.12×
19Mobile gameGames4.67×
20RedditInternet & Social Media3.03×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Warcraft 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 Warcraft audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.68×
PatriotismCONSERVATISM1.59×
Social Media UsageJOY1.46×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Warcraft audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.49×
SustainabilityBALANCE0.57×
CreativityOPEN0.67×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Warcraft have in Germany?

Warcraft has an estimated audience of 1,126,298 people in Germany, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of Warcraft fans?

30.4% of Warcraft fans are female, 69.6% are male, with an average age of 27.6 years.

03

Which brands do Warcraft fans like most?

Warcraft fans show strongest brand affinity for The Elder Scrolls (39.22×), World of Warcraft (14.12×), and Alienware (40.3×) over the country average.

04

Where do Warcraft fans live in Germany?

Warcraft fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~300K), Bayern (reach ~200K), and Baden-Württemberg (reach ~200K). These three regions account for the largest share of the active audience.

05

What other brands do Warcraft fans also like?

Beyond Warcraft itself, the audience over-indexes on World of Warcraft (14.12×), Alienware (40.3×), Steam (9.27×), and Counter-Strike: Global Offensive (13.09×) 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 Warcraft. 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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