Rascasse Audience Intelligence

Mobile game Audience in United Kingdom

A data profile of the people who buy, follow and care about Mobile game in United Kingdom — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 10,641,092 people in United Kingdom.

The average Mobile game fan in United Kingdom is 42.7 years old, balanced, and lives primarily in England.

The audience is concentrated in England, Greater London, South East.

Top brand affinities include Twitch, TikTok, FIFA World Cup, with strongest over-indexing on Twitch (6× the country average).

Demographically, the Mobile game audience skews balanced with an average age of 42.7, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 13 regions tracked by Rascasse.

The typical Mobile game fan in United Kingdom is balanced, around 42.7 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Twitch.

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 2026-08-10.

Section 01

At a glance

The key figures that characterise the Mobile game profile in United Kingdom.

Audience size
10.6M
in United Kingdom
Gender
52.0%
48.0% male
Age
42.7
average years
Country rank
#461
Topic in United Kingdom
Fig. 01

Search interest · 12-month trend

-13%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Mobile game fans

52.0% are female, 48.0% are male, average age 42.7.

Fig. 02

Gender split

52.0%
Female
48.0%
Male
Demographic split for Mobile game audience in United Kingdom
MetricValue
Female52.0%
Male48.0%
Average age42.7
Estimated audience size10,641,092
Fig. 03

Age distribution

Ø 42.7
average years
Age distribution of the Mobile game audience in United Kingdom
Age bracketShare%
16-1912%
20-2919%
30-3919%
40-4921%
50+30%
Fig. 04

Worldwide distribution

3.8%

of the worldwide Mobile game audience comes from United Kingdom.

Worldwide audience distribution share by country for Mobile game
CountryShare
United States17.5%
India7.4%
Brazil4.6%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the United Kingdom average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Mobile game audience in United Kingdom is strongest.

Fig. 05

Top regions by affinity

Mobile game fans by region: top regions in United Kingdom
#RegionReachAffinity×
01North West~1.5M1.15×
02Greater London~1.5M1.12×
03South East~1.5M1.09×
04East Midlands~800K1.08×
05East of England~1M1.05×
06Scotland~1M1.04×
07South West~900K1.02×
08Wales~600K1.02×
09Northern Ireland~300K0.98×
10England~8M0.97×
11Yorkshire and the Humber~800K0.92×
12North East~300K0.84×
13West Midlands~400K0.83×
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×
01Call of DutyGames7.60×
02Counter-Strike: Global OffensiveGames7.36×
03Assassin's CreedGames6.40×
04World of WarcraftGames6.33×
05TwitchGames6.00×
06League of LegendsGames5.42×
07FortniteGames5.00×
08Strategy gamesGames4.80×
09Massively multiplayer online gamesGames4.56×
10Massively multiplayer online role-playing gamesGames4.17×
11GamerGames3.57×
12Personal computerTechnology & Electronics3.03×
13Online gamesGames2.67×
14TikTokInternet & Social Media2.64×
15SmartphonesTechnology & Electronics2.11×
16SupermanMovies & TV1.97×
17Video gamesGames1.94×
18FIFA World CupSports1.91×
19Manchester United F.C.Sports1.63×
20FIFA World Cup 2026Sports1.52×
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
Early Adopter MentalityPOWER2.32×
Social Media UsageJOY1.65×
DIY MentalityTHRILL1.39×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Mobile game audience · Rather not
TraitClusterDeviationScore
TraditionCONSERVATISM0.74×
Price SensitivityPREMIUM0.79×
SpiritualityBALANCE0.82×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Mobile game have in United Kingdom?

Mobile game has an estimated audience of 10,641,092 people in United Kingdom, concentrated in England and Greater London.

02

What is the gender split and age of Mobile game fans?

52.0% of Mobile game fans are female, 48.0% are male, with an average age of 42.7 years.

03

Which brands do Mobile game fans like most?

Mobile game fans show strongest brand affinity for Twitch (6×), TikTok (2.64×), and FIFA World Cup (1.91×) over the country average.

04

Where do Mobile game fans live in United Kingdom?

Mobile game fans in United Kingdom are most concentrated in England (reach ~8M), Greater London (reach ~1.5M), and South East (reach ~1.5M). These three regions account for the largest share of the active audience.

05

What other brands do Mobile game fans also like?

Beyond Mobile game itself, the audience over-indexes on TikTok (2.64×), FIFA World Cup (1.91×), World of Warcraft (6.33×), and Fortnite (5×) compared to the United Kingdom 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 United Kingdom 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 United Kingdom. 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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