A data profile of the people who buy, follow and care about Video game culture in India — modelled from more than twelve digital signal sources. Video game culture has an estimated audience of 3,106,436 people in India.
Video game culture has an estimated audience of 3,106,436 people in India. 15.9% are female, 84.1% are male, average age 29.4. Top brand affinities: Superman, Cillian Murphy, Harry Potter, Major League Gaming, Internet celebrity.
Top brand affinities include Superman, Cillian Murphy, Harry Potter, with strongest over-indexing on Superman (2.44× the country average).
Demographically, the Video game culture audience skews more male with an average age of 29.4, and over-indexes on personality traits such as Spirituality, Early Adopter Mentality.
The typical Video game culture fan in India is more male, around 29.4 years old, with strong Spirituality tendencies and a notable affinity for Superman.
The key figures that characterise the Video game culture profile in India.
15.9% are female, 84.1% are male, average age 29.4.
| Metric | Value |
|---|---|
| Female | 15.9% |
| Male | 84.1% |
| Average age | 29.4 |
| Estimated audience size | 3,106,436 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 42% | |
| 20-29 | 30% | |
| 30-39 | 15% | |
| 40-49 | 7% | |
| 50+ | 6% |
of the worldwide Video game culture audience comes from India.
| Country | Share |
|---|---|
| United States | 19.4% |
| India | 9.6% |
| Mexico | 6.3% |
The strongest cross-interests of the Video game culture audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Major League Gaming | Sports | 27.86× | ||
| 02 | Microsoft Edge | Technology & Electronics | 17.21× | ||
| 03 | Cillian Murphy | Movies & TV | 10.78× | ||
| 04 | Ryan Gosling | Movies & TV | 5.30× | ||
| 05 | Henry Cavill | Movies & TV | 4.40× | ||
| 06 | Tom Cruise | Movies & TV | 4.20× | ||
| 07 | Virtual reality | Technology & Electronics | 4.06× | ||
| 08 | Anne Hathaway | Movies & TV | 3.97× | ||
| 09 | Wattpad | Internet & Social Media | 3.68× | ||
| 10 | Music download | Technology & Electronics | 3.58× | ||
| 11 | Mixed martial arts | Sports | 3.33× | ||
| 12 | Internet celebrity | Internet & Social Media | 2.93× | ||
| 13 | Videography | Internet & Social Media | 2.65× | ||
| 14 | Anthropology | Business & Career | 2.50× | ||
| 15 | Superman | Movies & TV | 2.44× | ||
| 16 | Batman | Movies & TV | 2.38× | ||
| 17 | Gambling | Games | 2.35× | ||
| 18 | Wikipedia | Internet & Social Media | 2.19× | ||
| 19 | Harry Potter | Movies & TV | 2.01× | ||
| 20 | Hobby | Home & Garden | 1.92× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 1.94× | |
| Early Adopter Mentality | POWER | 1.85× | |
| Individualism | JOY | 1.36× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Price Sensitivity | PREMIUM | 0.37× | |
| Quality Awareness | PREMIUM | 0.49× | |
| Luxury Orientation | PREMIUM | 0.58× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in India who actively search for Video game culture. 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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