A data profile of the people who buy, follow and care about Mobile game in Denmark — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 725,372 people in Denmark.
Mobile game has an estimated audience of 725,372 people in Denmark. 50.8% are female, 49.2% are male, average age 42.8. Top brand affinities: Email, Software, Mobile app, Database, Delivery (commerce).
Top brand affinities include Email, Software, Mobile app, with strongest over-indexing on Email (2.1× the country average).
Demographically, the Mobile game audience skews balanced with an average age of 42.8, and over-indexes on personality traits such as Social Media Usage, Travelling.
The typical Mobile game fan in Denmark is balanced, around 42.8 years old, with strong Social Media Usage tendencies and a notable affinity for Email.
The key figures that characterise the Mobile game profile in Denmark.
50.8% are female, 49.2% are male, average age 42.8.
| Metric | Value |
|---|---|
| Female | 50.8% |
| Male | 49.2% |
| Average age | 42.8 |
| Estimated audience size | 725,372 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 14% | |
| 20-29 | 18% | |
| 30-39 | 16% | |
| 40-49 | 21% | |
| 50+ | 31% |
of the worldwide Mobile game audience comes from Denmark.
| Country | Share |
|---|---|
| United States | 17.5% |
| India | 7.4% |
| Brazil | 4.6% |
The strongest cross-interests of the Mobile game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Database | Technology & Electronics | 2.36× | ||
| 02 | Technology & Electronics | 2.10× | |||
| 03 | Hosiery | Fashion & Accessoires | 1.80× | ||
| 04 | Fairy tale | Literature | 1.76× | ||
| 05 | Puzzle video games | Games | 1.67× | ||
| 06 | Application software | Technology & Electronics | 1.66× | ||
| 07 | Mobile payment | Business & Career | 1.66× | ||
| 08 | Software | Technology & Electronics | 1.61× | ||
| 09 | Nevada | Travel & Leisure | 1.60× | ||
| 10 | Mobile app | Technology & Electronics | 1.56× | ||
| 11 | Payment | Business & Career | 1.56× | ||
| 12 | Blouse | Fashion & Accessoires | 1.54× | ||
| 13 | Role-playing games | Games | 1.52× | ||
| 14 | Sketch comedy | Movies & TV | 1.52× | ||
| 15 | Real-time strategy | Games | 1.51× | ||
| 16 | Internet celebrity | Internet & Social Media | 1.51× | ||
| 17 | Delivery (commerce) | Food & Beverages | 1.50× | ||
| 18 | Skirt | Fashion & Accessoires | 1.50× | ||
| 19 | Las Vegas | Travel & Leisure | 1.50× | ||
| 20 | Helicopter | Cars & Mobility | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 0.85× | |
| Travelling | THRILL | 0.70× | |
| Patriotism | CONSERVATISM | 0.52× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 0.13× | |
| Patriotism | CONSERVATISM | 0.52× | |
| Travelling | THRILL | 0.70× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Denmark who actively search for Mobile game. 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.
This audience profile is generated by Rascasse from anonymized search-behavior signals across Denmark. 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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