Rascasse Audience Intelligence

Mobile game Audience in Finland

A data profile of the people who buy, follow and care about Mobile game in Finland — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 510,832 people in Finland.

Mobile game has an estimated audience of 510,832 people in Finland. 51.4% are female, 48.6% are male, average age 43.7. Top brand affinities: Google, Dernières Nouvelles d'Alsace, YouTube, Email, Facebook.

Top brand affinities include Google, Dernières Nouvelles d'Alsace, YouTube, with strongest over-indexing on Google (2.0× the country average).

Demographically, the Mobile game audience skews balanced with an average age of 43.7, and over-indexes on personality traits such as Need for Security, Urban Lifestyle.

The typical Mobile game fan in Finland is balanced, around 43.7 years old, with strong Need for Security tendencies and a notable affinity for Google.

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 Mobile game profile in Finland.

Audience size
511K
in Finland
Gender
51.4%
48.6% male
Age
43.7
average years
Country rank
#644
Topic in Finland
Fig. 01

Search interest · 12-month trend

+95%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Mobile game fans

51.4% are female, 48.6% are male, average age 43.7.

Fig. 02

Gender split

51.4%
Female
48.6%
Male
Demographic split for Mobile game audience in Finland
MetricValue
Female51.4%
Male48.6%
Average age43.7
Estimated audience size510,832
Fig. 03

Age distribution

Ø 43.7
average years
Age distribution of the Mobile game audience in Finland
Age bracketShare%
16-1913%
20-2917%
30-3916%
40-4919%
50+35%
Fig. 04

Worldwide distribution

0.2%

of the worldwide Mobile game audience comes from Finland.

Worldwide audience distribution share by country for Mobile game
CountryShare
United States17.5%
India7.4%
Brazil4.6%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Mobile game audience
#·InterestCategoryAffinity×
01EmailTechnology & Electronics3.20×
02Mobile deviceTechnology & Electronics3.14×
03Mobile appTechnology & Electronics2.65×
04GoogleInternet & Social Media2.00×
05SoftwareTechnology & Electronics2.00×
06Mobile phonesTechnology & Electronics1.91×
07Social networkInternet & Social Media1.85×
08ShoesFashion & Accessoires1.82×
09LeisureTravel & Leisure1.78×
10Dernières Nouvelles d'AlsaceNews1.72×
11XInternet & Social Media1.68×
12Chat GPTTechnology & Electronics1.67×
13ChildKids & Family1.67×
14GamesGames1.65×
15FacebookInternet & Social Media1.61×
16YouTubeMovies & TV1.57×
17HelsinkiTravel & Leisure1.56×
18Nordic countriesTravel & Leisure1.56×
19ApartmentBusiness & Career1.55×
20FinlandTravel & Leisure1.54×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Mobile game 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 Mobile game audience · What stands out
TraitClusterDeviationScore
Need for SecurityCONSERVATISM1.49×
Urban LifestyleOPEN1.08×
Social Media UsageJOY1.03×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Mobile game audience · Rather not
TraitClusterDeviationScore
Early Adopter MentalityPOWER0.20×
PatriotismCONSERVATISM0.49×
TravellingTHRILL0.96×
1.00× baseline
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 Finland 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.

About this audience profile

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.

Scale & coverage
500,000+ ready-to-use audiences across 200+ countries

From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.

See pricing →