A data profile of the people who buy, follow and care about Real-time strategy in United Kingdom — modelled from more than twelve digital signal sources. Real-time strategy has an estimated audience of 3,288,298 people in United Kingdom.
The average Real-time strategy fan in United Kingdom is 40.3 years old, more male, and lives primarily in Scotland.
The audience is concentrated in Scotland, South East, Wales.
Top brand affinities include Twitch, Counter-Strike: Global Offensive, World of Warcraft, with strongest over-indexing on Twitch (5.56× the country average).
Demographically, the Real-time strategy audience skews more male with an average age of 40.3, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 11 regions tracked by Rascasse.
The typical Real-time strategy fan in United Kingdom is more male, around 40.3 years old, with strong Social Media Usage tendencies and a notable affinity for Twitch.
The key figures that characterise the Real-time strategy profile in United Kingdom.
44.0% are female, 56.0% are male, average age 40.3.
| Metric | Value |
|---|---|
| Female | 44.0% |
| Male | 56.0% |
| Average age | 40.3 |
| Estimated audience size | 3,288,298 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 17% | |
| 20-29 | 21% | |
| 30-39 | 18% | |
| 40-49 | 19% | |
| 50+ | 24% |
of the worldwide Real-time strategy audience comes from United Kingdom.
| Country | Share |
|---|---|
| United States | 17.1% |
| China | 8.6% |
| Japan | 6.5% |
Where the Real-time strategy audience in United Kingdom is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Scotland | ~500K | 1.67× | |
| 02 | Wales | ~300K | 1.62× | |
| 03 | Northern Ireland | ~100K | 1.27× | |
| 04 | Yorkshire and the Humber | ~300K | 0.97× | |
| 05 | West Midlands | ~100K | 0.91× | |
| 06 | North East | ~100K | 0.86× | |
| 07 | East of England | ~200K | 0.82× | |
| 08 | East Midlands | ~200K | 0.81× | |
| 09 | South West | ~200K | 0.80× | |
| 10 | South East | ~300K | 0.76× | |
| 11 | North West | ~200K | 0.69× |
The strongest cross-interests of the Real-time strategy audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Counter-Strike: Global Offensive | Games | 8.21× | ||
| 02 | World of Warcraft | Games | 6.71× | ||
| 03 | Call of Duty | Games | 6.42× | ||
| 04 | Twitch | Games | 5.56× | ||
| 05 | League of Legends | Games | 5.53× | ||
| 06 | Browser games | Games | 5.53× | ||
| 07 | Massively multiplayer online games | Games | 5.34× | ||
| 08 | Strategy games | Games | 5.10× | ||
| 09 | Strategy video game | Games | 4.84× | ||
| 10 | Massively multiplayer online role-playing games | Games | 4.19× | ||
| 11 | Casino games | Games | 3.68× | ||
| 12 | Fortnite | Games | 3.55× | ||
| 13 | Action games | Games | 3.31× | ||
| 14 | Puzzle video games | Games | 3.29× | ||
| 15 | Non-fiction books | Literature | 3.27× | ||
| 16 | Role-playing games | Games | 3.06× | ||
| 17 | Mobile game | Games | 3.01× | ||
| 18 | Online games | Games | 2.19× | ||
| 19 | TikTok | Internet & Social Media | 1.80× | ||
| 20 | Video games | Games | 1.52× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.41× | |
| Early Adopter Mentality | POWER | 1.41× | |
| DIY Mentality | THRILL | 1.20× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Tradition | CONSERVATISM | 0.69× | |
| Mindfulness | BALANCE | 0.70× | |
| Travelling | THRILL | 0.73× |
Real-time strategy has an estimated audience of 3,288,298 people in United Kingdom, concentrated in Scotland and South East.
44.0% of Real-time strategy fans are female, 56.0% are male, with an average age of 40.3 years.
Real-time strategy fans show strongest brand affinity for Twitch (5.56×), Counter-Strike: Global Offensive (8.21×), and World of Warcraft (6.71×) over the country average.
Real-time strategy fans in United Kingdom are most concentrated in Scotland (reach ~500K), South East (reach ~300K), and Wales (reach ~300K). These three regions account for the largest share of the active audience.
Beyond Real-time strategy itself, the audience over-indexes on Counter-Strike: Global Offensive (8.21×), World of Warcraft (6.71×), Strategy games (5.1×), and Mobile game (3.01×) compared to the United Kingdom average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in United Kingdom who actively search for Real-time strategy. 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 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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