Rascasse Audience Intelligence

Xbox Live Target Market in Germany

A data profile of the people who buy, follow and care about Xbox Live in Germany — modelled from more than twelve digital signal sources. Xbox Live has an estimated audience of 504,351 people in Germany.

The average Xbox Live fan in Germany is 28.8 years old, more male, and lives primarily in Nordrhein-Westfalen.

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

Top brand affinities include PlayStation Store, PlayStation Portable, Twitch, with strongest over-indexing on PlayStation Store (26.77× the country average).

Demographically, the Xbox Live audience skews more male with an average age of 28.8, and over-indexes on personality traits such as Risk Appetite, Patriotism.

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

The typical Xbox Live fan in Germany is more male, around 28.8 years old, with strong Risk Appetite tendencies and a notable affinity for PlayStation Store.

Category: Games · Type: Brand · Subtype: Console

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 Xbox Live profile in Germany.

Audience size
504K
in Germany
Gender
23.9%
76.1% male
Age
28.8
average years
Country rank
#11658
Brand in Germany
Fig. 01

Search interest · 12-month trend

-9%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of Xbox Live

23.9% are female, 76.1% are male, average age 28.8.

Fig. 02

Gender split

23.9%
Female
76.1%
Male
Demographic split for Xbox Live audience in Germany
MetricValue
Female23.9%
Male76.1%
Average age28.8
Estimated audience size504,351
Fig. 03

Age distribution

Ø 28.8
average years
Age distribution of the Xbox Live audience in Germany
Age bracketShare%
16-1948%
20-2923%
30-3914%
40-4910%
50+4%
Fig. 04

Worldwide distribution

7.4%

of the worldwide Xbox Live audience comes from Germany.

Worldwide audience distribution share by country for Xbox Live
CountryShare
United States31.6%
Brazil10.5%
United Kingdom8.7%
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 Xbox Live audience in Germany is strongest.

Fig. 05

Top regions by affinity

Xbox Live customers by region in Germany
#RegionReachAffinity×
01Sachsen-Anhalt~20K1.20×
02Sachsen~30K1.13×
03Thüringen~10K1.13×
04Schleswig-Holstein~20K1.06×
05Niedersachsen~50K1.05×
06Brandenburg~20K1.05×
07Mecklenburg-Vorpommern~10K1.05×
08Nordrhein-Westfalen~100K1.04×
09Hessen~40K1.04×
10Saarland~6K0.97×
11Bremen~4K0.97×
12Berlin~20K0.92×
13Bayern~70K0.90×
14Baden-Württemberg~60K0.89×
15Hamburg~10K0.85×
16Rheinland-Pfalz~20K0.81×
Fig. 06

Affinity by region

Affinity by region — Xbox Live, Germany
0.81×1.00×1.20×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Xbox Live audience
#·InterestCategoryAffinity×
01PlayStation PortableGames31.58×
02PlayStation StoreGames26.77×
03Guardians of the Galaxy (film)Movies & TV9.58×
04Epic GamesGames7.20×
05Winona RyderMovies & TV5.43×
06FIFA (video game series)Games5.41×
07Action role-playing gameGames5.20×
08TwitchGames4.73×
09CrunchyrollGames4.73×
10XboxGames4.69×
11Anime conventionLiterature4.68×
12EA Sports FCGames4.56×
13Electronic sportsSports4.50×
14SteamGames4.38×
15Mobile gameGames4.12×
16LivemusicMusic & Radio3.90×
17PokémonGames3.30×
18TipicoGames2.85×
19BatmanMovies & TV2.20×
20Video gamesGames1.90×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Xbox Live 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 Xbox Live audience · What stands out
TraitClusterDeviationScore
Risk AppetiteTHRILL1.64×
PatriotismCONSERVATISM1.62×
Early Adopter MentalityPOWER1.51×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Xbox Live audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.47×
CreativityOPEN0.58×
DIY MentalityTHRILL0.61×
1.00× baseline
Section 06

Frequently asked questions

01

Who is Xbox Live's target market in Germany?

Xbox Live's target market in Germany covers an estimated 504,351 people, concentrated in Nordrhein-Westfalen and Bayern.

02

What is the gender split and age of Xbox Live customers?

23.9% of the Xbox Live audience are female, 76.1% are male, with an average age of 28.8 years.

03

Which brands do Xbox Live fans like most?

Xbox Live fans show strongest brand affinity for PlayStation Store (26.77×), PlayStation Portable (31.58×), and Twitch (4.73×) over the country average.

04

Where do Xbox Live fans live in Germany?

Xbox Live fans in Germany are most concentrated in Nordrhein-Westfalen (reach ~100K), Bayern (reach ~70K), and Baden-Württemberg (reach ~60K). These three regions account for the largest share of the active audience.

05

What other brands do Xbox Live fans also like?

Beyond Xbox Live itself, the audience over-indexes on PlayStation Portable (31.58×), Twitch (4.73×), Epic Games (7.2×), and Mobile game (4.12×) 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 Xbox Live. 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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