Rascasse Audience Intelligence

Electronic sports Audience in India

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.

Category: Sports · Type: Topic · Subtype: Sport

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 Electronic sports profile in India.

Audience size
3.3M
in India
Gender
20.1%
79.9% male
Age
28.4
average years
Country rank
#1877
Topic in India
Fig. 01

Search interest · 12-month trend

+77%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Electronic sports fans

20.1% are female, 79.9% are male, average age 28.4.

Fig. 02

Gender split

20.1%
Female
79.9%
Male
Demographic split for Electronic sports audience in India
MetricValue
Female20.1%
Male79.9%
Average age28.4
Estimated audience size3,272,699
Fig. 03

Age distribution

Ø 28.4
average years
Age distribution of the Electronic sports audience in India
Age bracketShare%
16-1948%
20-2927%
30-3913%
40-496%
50+6%
Fig. 04

Worldwide distribution

4.9%

of the worldwide Electronic sports audience comes from India.

Worldwide audience distribution share by country for Electronic sports
CountryShare
United States14.3%
China4.9%
India4.9%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the India average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Electronic sports audience in India is strongest.

Fig. 05

Top regions by affinity

Electronic sports fans by region: top regions in India
#RegionReachAffinity×
01Kerala~90K1.89×
02Nagaland~3K1.19×
03Sikkim~2K1.11×
04Tripura~5K1.04×
05Arunachal Pradesh~2K1.03×
06Tamil Nadu~80K1.02×
07Madhya Pradesh~60K1.02×
08Uttarakhand~20K1.02×
09Assam~30K1.01×
10West Bengal~100K1.00×
11Manipur~4K1.00×
12Mizoram~2K1.00×
13Jharkhand~30K0.99×
14Meghalaya~3K0.99×
15Karnataka~80K0.96×
16Goa~3K0.96×
17Himachal Pradesh~10K0.93×
18Odisha~30K0.90×
19Chhattisgarh~20K0.90×
20Gujarat~80K0.88×
21Telangana~40K0.87×
22Maharashtra~100K0.86×
23Andhra Pradesh~30K0.86×
24Jammu and Kashmir~10K0.86×
25Bihar~50K0.84×
26Rajasthan~60K0.83×
27Punjab (region)~30K0.80×
28Haryana~30K0.77×
29Uttar Pradesh~100K0.76×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Electronic sports audience
#·InterestCategoryAffinity×
01DiscordInternet & Social Media21.21×
02SidemenInternet & Social Media21.21×
03NinjaSports8.66×
04Counter-Strike: Global OffensiveGames4.72×
05GarenaTechnology & Electronics3.82×
06PC gameGames3.18×
07Call of DutyGames3.11×
08Mobile gameGames2.99×
09Gaming computerTechnology & Electronics2.53×
10Indian BankBusiness & Career2.50×
11FortniteGames2.10×
12Virtual private networkTechnology & Electronics2.01×
13GamerGames1.92×
14Massively multiplayer online gamesGames1.92×
15Asia CupSports1.74×
16International Chamber of CommerceBusiness & Career1.69×
17Fantasy cricketSports1.64×
18Fantasy sportSports1.60×
19TradingViewBusiness & Career1.57×
20PeacemakerMovies & TV1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Electronic sports 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 Electronic sports audience · What stands out
TraitClusterDeviationScore
Need for SecurityCONSERVATISM1.44×
Social Media UsageJOY1.25×
PatriotismCONSERVATISM1.06×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Electronic sports audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.54×
MindfulnessBALANCE0.65×
Luxury OrientationPREMIUM0.65×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Electronic sports have in India?

Electronic sports has an estimated audience of 3,272,699 people in India, concentrated in Maharashtra and Uttar Pradesh.

02

What is the gender split and age of Electronic sports fans?

20.1% of Electronic sports fans are female, 79.9% are male, with an average age of 28.4 years.

03

Which brands do Electronic sports fans like most?

Electronic sports fans show strongest brand affinity for Discord (21.21×), Mobile game (2.99×), and Asia Cup (1.74×) over the country average.

04

Where do Electronic sports fans live in India?

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.

05

What other brands do Electronic sports fans also like?

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.

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 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.

About this audience profile

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.

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