A data profile of the people who buy, follow and care about Electronic sports in India — modelled from more than twelve digital signal sources. Electronic sports has an estimated audience of 3,272,699 people in India.
The average Electronic sports fan in India is 28.4 years old, more male, and lives primarily in Maharashtra.
The audience is concentrated in Maharashtra, Uttar Pradesh, West Bengal.
Top brand affinities include Discord, Mobile game, Asia Cup, with strongest over-indexing on Discord (21.21× the country average).
Demographically, the Electronic sports audience skews more male with an average age of 28.4, and over-indexes on personality traits such as Need for Security, Social Media Usage.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 29 regions tracked by Rascasse.
The typical Electronic sports fan in India is more male, around 28.4 years old, with strong Need for Security tendencies and a notable affinity for Discord.
The key figures that characterise the Electronic sports profile in India.
20.1% are female, 79.9% are male, average age 28.4.
| Metric | Value |
|---|---|
| Female | 20.1% |
| Male | 79.9% |
| Average age | 28.4 |
| Estimated audience size | 3,272,699 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 48% | |
| 20-29 | 27% | |
| 30-39 | 13% | |
| 40-49 | 6% | |
| 50+ | 6% |
of the worldwide Electronic sports audience comes from India.
| Country | Share |
|---|---|
| United States | 14.3% |
| China | 4.9% |
| India | 4.9% |
Where the Electronic sports audience in India is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Kerala | ~90K | 1.89× | |
| 02 | Nagaland | ~3K | 1.19× | |
| 03 | Sikkim | ~2K | 1.11× | |
| 04 | Tripura | ~5K | 1.04× | |
| 05 | Arunachal Pradesh | ~2K | 1.03× | |
| 06 | Tamil Nadu | ~80K | 1.02× | |
| 07 | Madhya Pradesh | ~60K | 1.02× | |
| 08 | Uttarakhand | ~20K | 1.02× | |
| 09 | Assam | ~30K | 1.01× | |
| 10 | West Bengal | ~100K | 1.00× | |
| 11 | Manipur | ~4K | 1.00× | |
| 12 | Mizoram | ~2K | 1.00× | |
| 13 | Jharkhand | ~30K | 0.99× | |
| 14 | Meghalaya | ~3K | 0.99× | |
| 15 | Karnataka | ~80K | 0.96× | |
| 16 | Goa | ~3K | 0.96× | |
| 17 | Himachal Pradesh | ~10K | 0.93× | |
| 18 | Odisha | ~30K | 0.90× | |
| 19 | Chhattisgarh | ~20K | 0.90× | |
| 20 | Gujarat | ~80K | 0.88× | |
| 21 | Telangana | ~40K | 0.87× | |
| 22 | Maharashtra | ~100K | 0.86× | |
| 23 | Andhra Pradesh | ~30K | 0.86× | |
| 24 | Jammu and Kashmir | ~10K | 0.86× | |
| 25 | Bihar | ~50K | 0.84× | |
| 26 | Rajasthan | ~60K | 0.83× | |
| 27 | Punjab (region) | ~30K | 0.80× | |
| 28 | Haryana | ~30K | 0.77× | |
| 29 | Uttar Pradesh | ~100K | 0.76× |
The strongest cross-interests of the Electronic sports audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Discord | Internet & Social Media | 21.21× | ||
| 02 | Sidemen | Internet & Social Media | 21.21× | ||
| 03 | Ninja | Sports | 8.66× | ||
| 04 | Counter-Strike: Global Offensive | Games | 4.72× | ||
| 05 | Garena | Technology & Electronics | 3.82× | ||
| 06 | PC game | Games | 3.18× | ||
| 07 | Call of Duty | Games | 3.11× | ||
| 08 | Mobile game | Games | 2.99× | ||
| 09 | Gaming computer | Technology & Electronics | 2.53× | ||
| 10 | Indian Bank | Business & Career | 2.50× | ||
| 11 | Fortnite | Games | 2.10× | ||
| 12 | Virtual private network | Technology & Electronics | 2.01× | ||
| 13 | Gamer | Games | 1.92× | ||
| 14 | Massively multiplayer online games | Games | 1.92× | ||
| 15 | Asia Cup | Sports | 1.74× | ||
| 16 | International Chamber of Commerce | Business & Career | 1.69× | ||
| 17 | Fantasy cricket | Sports | 1.64× | ||
| 18 | Fantasy sport | Sports | 1.60× | ||
| 19 | TradingView | Business & Career | 1.57× | ||
| 20 | Peacemaker | Movies & TV | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 1.44× | |
| Social Media Usage | JOY | 1.25× | |
| Patriotism | CONSERVATISM | 1.06× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.54× | |
| Mindfulness | BALANCE | 0.65× | |
| Luxury Orientation | PREMIUM | 0.65× |
Electronic sports has an estimated audience of 3,272,699 people in India, concentrated in Maharashtra and Uttar Pradesh.
20.1% of Electronic sports fans are female, 79.9% are male, with an average age of 28.4 years.
Electronic sports fans show strongest brand affinity for Discord (21.21×), Mobile game (2.99×), and Asia Cup (1.74×) over the country average.
Electronic sports fans in India are most concentrated in Maharashtra (reach ~100K), Uttar Pradesh (reach ~100K), and West Bengal (reach ~100K). These three regions account for the largest share of the active audience.
Beyond Electronic sports itself, the audience over-indexes on Mobile game (2.99×), Asia Cup (1.74×), PC game (3.18×), and International Chamber of Commerce (1.69×) compared to the India average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in India who actively search for Electronic sports. 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 India. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.