Rascasse Audience Intelligence

Real-time strategy Audience in United Kingdom

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.

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 Real-time strategy profile in United Kingdom.

Audience size
3.3M
in United Kingdom
Gender
44.0%
56.0% male
Age
40.3
average years
Country rank
#2225
Topic in United Kingdom
Fig. 01

Search interest · 12-month trend

-46%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Real-time strategy fans

44.0% are female, 56.0% are male, average age 40.3.

Fig. 02

Gender split

44.0%
Female
56.0%
Male
Demographic split for Real-time strategy audience in United Kingdom
MetricValue
Female44.0%
Male56.0%
Average age40.3
Estimated audience size3,288,298
Fig. 03

Age distribution

Ø 40.3
average years
Age distribution of the Real-time strategy audience in United Kingdom
Age bracketShare%
16-1917%
20-2921%
30-3918%
40-4919%
50+24%
Fig. 04

Worldwide distribution

3.6%

of the worldwide Real-time strategy audience comes from United Kingdom.

Worldwide audience distribution share by country for Real-time strategy
CountryShare
United States17.1%
China8.6%
Japan6.5%
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 Real-time strategy audience in United Kingdom is strongest.

Fig. 05

Top regions by affinity

Real-time strategy fans by region: top regions in United Kingdom
#RegionReachAffinity×
01Scotland~500K1.67×
02Wales~300K1.62×
03Northern Ireland~100K1.27×
04Yorkshire and the Humber~300K0.97×
05West Midlands~100K0.91×
06North East~100K0.86×
07East of England~200K0.82×
08East Midlands~200K0.81×
09South West~200K0.80×
10South East~300K0.76×
11North West~200K0.69×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Real-time strategy audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Real-time strategy audience
#·InterestCategoryAffinity×
01Counter-Strike: Global OffensiveGames8.21×
02World of WarcraftGames6.71×
03Call of DutyGames6.42×
04TwitchGames5.56×
05League of LegendsGames5.53×
06Browser gamesGames5.53×
07Massively multiplayer online gamesGames5.34×
08Strategy gamesGames5.10×
09Strategy video gameGames4.84×
10Massively multiplayer online role-playing gamesGames4.19×
11Casino gamesGames3.68×
12FortniteGames3.55×
13Action gamesGames3.31×
14Puzzle video gamesGames3.29×
15Non-fiction booksLiterature3.27×
16Role-playing gamesGames3.06×
17Mobile gameGames3.01×
18Online gamesGames2.19×
19TikTokInternet & Social Media1.80×
20Video gamesGames1.52×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Real-time strategy 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 Real-time strategy audience · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.41×
Early Adopter MentalityPOWER1.41×
DIY MentalityTHRILL1.20×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Real-time strategy audience · Rather not
TraitClusterDeviationScore
TraditionCONSERVATISM0.69×
MindfulnessBALANCE0.70×
TravellingTHRILL0.73×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Real-time strategy have in United Kingdom?

Real-time strategy has an estimated audience of 3,288,298 people in United Kingdom, concentrated in Scotland and South East.

02

What is the gender split and age of Real-time strategy fans?

44.0% of Real-time strategy fans are female, 56.0% are male, with an average age of 40.3 years.

03

Which brands do Real-time strategy fans like most?

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.

04

Where do Real-time strategy fans live in United Kingdom?

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.

05

What other brands do Real-time strategy fans also like?

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.

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 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.

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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