Rascasse Audience Intelligence

Video game culture Audience in India

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.

Category: Games · Type: Topic

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 Video game culture profile in India.

Audience size
3.1M
in India
Gender
15.9%
84.1% male
Age
29.4
average years
Country rank
#1977
Topic in India
Fig. 01

Search interest · 12-month trend

+35%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Video game culture fans

15.9% are female, 84.1% are male, average age 29.4.

Fig. 02

Gender split

15.9%
Female
84.1%
Male
Demographic split for Video game culture audience in India
MetricValue
Female15.9%
Male84.1%
Average age29.4
Estimated audience size3,106,436
Fig. 03

Age distribution

Ø 29.4
average years
Age distribution of the Video game culture audience in India
Age bracketShare%
16-1942%
20-2930%
30-3915%
40-497%
50+6%
Fig. 04

Worldwide distribution

9.6%

of the worldwide Video game culture audience comes from India.

Worldwide audience distribution share by country for Video game culture
CountryShare
United States19.4%
India9.6%
Mexico6.3%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Video game culture audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Video game culture audience
#·InterestCategoryAffinity×
01Major League GamingSports27.86×
02Microsoft EdgeTechnology & Electronics17.21×
03Cillian MurphyMovies & TV10.78×
04Ryan GoslingMovies & TV5.30×
05Henry CavillMovies & TV4.40×
06Tom CruiseMovies & TV4.20×
07Virtual realityTechnology & Electronics4.06×
08Anne HathawayMovies & TV3.97×
09WattpadInternet & Social Media3.68×
10Music downloadTechnology & Electronics3.58×
11Mixed martial artsSports3.33×
12Internet celebrityInternet & Social Media2.93×
13VideographyInternet & Social Media2.65×
14AnthropologyBusiness & Career2.50×
15SupermanMovies & TV2.44×
16BatmanMovies & TV2.38×
17GamblingGames2.35×
18WikipediaInternet & Social Media2.19×
19Harry PotterMovies & TV2.01×
20HobbyHome & Garden1.92×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Video game culture 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 Video game culture audience · What stands out
TraitClusterDeviationScore
SpiritualityBALANCE1.94×
Early Adopter MentalityPOWER1.85×
IndividualismJOY1.36×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Video game culture audience · Rather not
TraitClusterDeviationScore
Price SensitivityPREMIUM0.37×
Quality AwarenessPREMIUM0.49×
Luxury OrientationPREMIUM0.58×
1.00× baseline
Appendix

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How to read this data

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.

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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