Rascasse Audience Intelligence

Video games Audience in Denmark

A data profile of the people who buy, follow and care about Video games in Denmark — modelled from more than twelve digital signal sources. Video games has an estimated audience of 1,865,368 people in Denmark.

Video games has an estimated audience of 1,865,368 people in Denmark. 41.2% are female, 58.8% are male, average age 43.1. Top brand affinities: Puzzle video games, Card games, Review, Action games, Massively multiplayer online role-playing games.

Top brand affinities include Puzzle video games, Card games, Review, with strongest over-indexing on Puzzle video games (1.58× the country average).

Demographically, the Video games audience skews more male with an average age of 43.1, and over-indexes on personality traits such as Social Media Usage, Travelling.

The typical Video games fan in Denmark is more male, around 43.1 years old, with strong Social Media Usage tendencies and a notable affinity for Puzzle video games.

Category: Games · Type: Topic · Subtype: Gaming genre

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-17.

Section 01

At a glance

The key figures that characterise the Video games profile in Denmark.

Audience size
1.9M
in Denmark
Gender
41.2%
58.8% male
Age
43.1
average years
Country rank
#140
Topic in Denmark
Fig. 01

Search interest · 12-month trend

+21%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Video games fans

41.2% are female, 58.8% are male, average age 43.1.

Fig. 02

Gender split

41.2%
Female
58.8%
Male
Demographic split for Video games audience in Denmark
MetricValue
Female41.2%
Male58.8%
Average age43.1
Estimated audience size1,865,368
Fig. 03

Age distribution

Ø 43.1
average years
Age distribution of the Video games audience in Denmark
Age bracketShare%
16-1914%
20-2918%
30-3916%
40-4921%
50+32%
Fig. 04

Worldwide distribution

0.3%

of the worldwide Video games audience comes from Denmark.

Worldwide audience distribution share by country for Video games
CountryShare
United States19.5%
India5.7%
Brazil4.3%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Video games audience
#·InterestCategoryAffinity×
01VallettaTravel & Leisure1.73×
02Myrtle Beach, South CarolinaTravel & Leisure1.72×
03G.I. JoeKids & Family1.64×
04Stamp collectingHome & Garden1.61×
05LibyaTravel & Leisure1.60×
06Mobile operating systemTechnology & Electronics1.59×
07Puzzle video gamesGames1.58×
08ReviewShopping1.56×
09Video game cultureGames1.55×
10Record shopMusic & Radio1.53×
11Personal digital assistantTechnology & Electronics1.53×
12Superhero fictionLiterature1.53×
13Movie ReviewMovies & TV1.52×
14Daniel RadcliffeMovies & TV1.52×
15Card gamesGames1.51×
16Game designBusiness & Career1.51×
17Action gamesGames1.50×
18Massively multiplayer online role-playing gamesGames1.50×
19Stephen FryMovies & TV1.50×
20Rudyard KiplingLiterature1.50×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Video games 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 Video games audience · What stands out
TraitClusterDeviationScore
Social Media UsageJOY0.91×
TravellingTHRILL0.64×
PatriotismCONSERVATISM0.54×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Video games audience · Rather not
TraitClusterDeviationScore
Early Adopter MentalityPOWER0.19×
PatriotismCONSERVATISM0.54×
TravellingTHRILL0.64×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Denmark who actively search for Video games. 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 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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