A data profile of the people who buy, follow and care about Games in Finland — modelled from more than twelve digital signal sources. Games has an estimated audience of 1,938,421 people in Finland.
Games has an estimated audience of 1,938,421 people in Finland. 48.8% are female, 51.2% are male, average age 42.7. Top brand affinities: Google, Video games, Email, Mobile device, Mobile game.
Top brand affinities include Google, Video games, Email, with strongest over-indexing on Google (1.52× the country average).
Demographically, the Games audience skews balanced with an average age of 42.7, and over-indexes on personality traits such as Need for Security, Urban Lifestyle.
The typical Games fan in Finland is balanced, around 42.7 years old, with strong Need for Security tendencies and a notable affinity for Google.
The key figures that characterise the Games profile in Finland.
48.8% are female, 51.2% are male, average age 42.7.
| Metric | Value |
|---|---|
| Female | 48.8% |
| Male | 51.2% |
| Average age | 42.7 |
| Estimated audience size | 1,938,421 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 13% | |
| 20-29 | 17% | |
| 30-39 | 19% | |
| 40-49 | 20% | |
| 50+ | 30% |
of the worldwide Games audience comes from Finland.
| Country | Share |
|---|---|
| United States | 18.3% |
| Japan | 5.9% |
| India | 5.2% |
The strongest cross-interests of the Games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Fork | Home & Garden | 1.80× | ||
| 02 | Digital wallet | Internet & Social Media | 1.79× | ||
| 03 | Football helmet | Sports | 1.73× | ||
| 04 | Rudaw | Movies & TV | 1.65× | ||
| 05 | Ball | Sports | 1.64× | ||
| 06 | Mobile device | Technology & Electronics | 1.61× | ||
| 07 | Technology & Electronics | 1.60× | |||
| 08 | Iranian languages | Politics & Society | 1.60× | ||
| 09 | Mobile game | Games | 1.59× | ||
| 10 | Database | Technology & Electronics | 1.58× | ||
| 11 | Mobile payment | Business & Career | 1.57× | ||
| 12 | WorldFirst | Business & Career | 1.57× | ||
| 13 | Smartwatch | Technology & Electronics | 1.56× | ||
| 14 | Internet & Social Media | 1.52× | |||
| 15 | Fairy tale | Literature | 1.52× | ||
| 16 | Tablet computers | Technology & Electronics | 1.52× | ||
| 17 | Payment system | Shopping | 1.51× | ||
| 18 | Member states of the United Nations | Politics & Society | 1.51× | ||
| 19 | Video games | Games | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 1.21× | |
| Urban Lifestyle | OPEN | 0.97× | |
| Travelling | THRILL | 0.88× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 0.35× | |
| Patriotism | CONSERVATISM | 0.59× | |
| Social Media Usage | JOY | 0.85× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Finland who actively search for 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.
This audience profile is generated by Rascasse from anonymized search-behavior signals across Finland. 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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