A data profile of the people who buy, follow and care about Gaming in India — modelled from more than twelve digital signal sources. Gaming has an estimated audience of 5,384,973 people in India.
Gaming has an estimated audience of 5,384,973 people in India. 29.6% are female, 70.4% are male, average age 26.0. Top brand affinities: Indian Premier League, India national cricket team, Superman, Harry Potter, Virat Kohli.
Top brand affinities include Indian Premier League, India national cricket team, Superman, with strongest over-indexing on Indian Premier League (1.75× the country average).
Demographically, the Gaming audience skews more male with an average age of 26.0, and over-indexes on personality traits such as Price Sensitivity, Early Adopter Mentality.
The typical Gaming fan in India is more male, around 26.0 years old, with strong Price Sensitivity tendencies and a notable affinity for Indian Premier League.
The key figures that characterise the Gaming profile in India.
29.6% are female, 70.4% are male, average age 26.0.
| Metric | Value |
|---|---|
| Female | 29.6% |
| Male | 70.4% |
| Average age | 26.0 |
| Estimated audience size | 5,384,973 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 59% | |
| 20-29 | 24% | |
| 30-39 | 10% | |
| 40-49 | 4% | |
| 50+ | 3% |
of the worldwide Gaming audience comes from India.
| Country | Share |
|---|---|
| United States | 15.4% |
| China | 9.6% |
| India | 7.2% |
The strongest cross-interests of the Gaming audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Art exhibition | Arts & Culture | 2.72× | ||
| 02 | Superman | Movies & TV | 2.42× | ||
| 03 | Harry Potter | Movies & TV | 2.33× | ||
| 04 | England cricket team | Sports | 1.99× | ||
| 05 | Chennai Super Kings | Sports | 1.96× | ||
| 06 | Do it yourself (DIY) | Home & Garden | 1.95× | ||
| 07 | India national cricket team | Sports | 1.94× | ||
| 08 | Virat Kohli | Sports | 1.93× | ||
| 09 | Mutual fund | Business & Career | 1.92× | ||
| 10 | Pakistan | Travel & Leisure | 1.86× | ||
| 11 | Pakistan national cricket team | Sports | 1.85× | ||
| 12 | Internet & Social Media | 1.80× | |||
| 13 | Investment banking | Business & Career | 1.80× | ||
| 14 | Indian Premier League | Sports | 1.75× | ||
| 15 | Chennai | Travel & Leisure | 1.69× | ||
| 16 | Rummy | Games | 1.66× | ||
| 17 | Mobile game | Games | 1.62× | ||
| 18 | Rohit Sharma | Sports | 1.59× | ||
| 19 | Kolkata Knight Riders | Sports | 1.58× | ||
| 20 | Game of Thrones | Movies & TV | 1.52× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Price Sensitivity | PREMIUM | 1.77× | |
| Early Adopter Mentality | POWER | 1.67× | |
| Sustainability | BALANCE | 1.54× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Family Orientation | CONSERVATISM | 0.50× | |
| Need for Security | CONSERVATISM | 0.54× | |
| Travelling | THRILL | 0.73× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in India who actively search for Gaming. 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.
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