Rascasse Audience Intelligence

Mobile game Audience in Italy

A data profile of the people who buy, follow and care about Mobile game in Italy — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 11,273,963 people in Italy.

The average Mobile game fan in Italy is 42.7 years old, balanced, and lives primarily in Lombardy.

The audience is concentrated in Lombardy, Campania, Lazio.

Top brand affinities include Twitch, Gaming computer, Gaming, with strongest over-indexing on Twitch (6.11× the country average).

Demographically, the Mobile game audience skews balanced with an average age of 42.7, and over-indexes on personality traits such as Early Adopter Mentality, Price Sensitivity.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 19 regions tracked by Rascasse.

The typical Mobile game fan in Italy is balanced, around 42.7 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Twitch.

Category: Games · Type: Topic · Subtype: Gaming genre

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Mobile game profile in Italy.

Audience size
11.3M
in Italy
Gender
49.4%
50.6% male
Age
42.7
average years
Country rank
#413
Topic in Italy
Fig. 01

Search interest · 12-month trend

-10%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Mobile game fans

49.4% are female, 50.6% are male, average age 42.7.

Fig. 02

Gender split

49.4%
Female
50.6%
Male
Demographic split for Mobile game audience in Italy
MetricValue
Female49.4%
Male50.6%
Average age42.7
Estimated audience size11,273,963
Fig. 03

Age distribution

Ø 42.7
average years
Age distribution of the Mobile game audience in Italy
Age bracketShare%
16-1914%
20-2916%
30-3919%
40-4922%
50+29%
Fig. 04

Worldwide distribution

4.1%

of the worldwide Mobile game audience comes from Italy.

Worldwide audience distribution share by country for Mobile game
CountryShare
United States17.5%
India7.4%
Brazil4.6%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Italy average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Mobile game audience in Italy is strongest.

Fig. 05

Top regions by affinity

Mobile game fans by region: top regions in Italy
#RegionReachAffinity×
01Molise~60K1.16×
02Lombardy~2M1.12×
03Campania~1.5M1.11×
04Basilicata~100K1.06×
05Sicilia~1M1.01×
06Veneto~900K0.99×
07Puglia~800K0.99×
08Lazio~1.5M0.98×
09Umbria~200K0.98×
10Calabria~300K0.97×
11Abruzzo~200K0.97×
12Trentino-Alto Adige/Südtirol~200K0.97×
13Friuli-Venezia Giulia~200K0.97×
14Marche~300K0.96×
15Piedmont~800K0.95×
16Tuscany~700K0.95×
17Sardinia~300K0.95×
18Liguria~300K0.95×
19Emilia-Romagna~900K0.93×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Mobile game audience
#·InterestCategoryAffinity×
01Mobile operating systemTechnology & Electronics15.32×
02Call of Duty: Modern Warfare 3Games11.81×
03Personal digital assistantTechnology & Electronics10.19×
04GamingGames8.15×
05Assassin's CreedGames8.08×
06Call of DutyGames7.70×
07League of LegendsGames7.68×
08Electronic sportsSports7.04×
09Epic GamesGames6.85×
10Gaming computerTechnology & Electronics6.83×
11FortniteGames6.37×
12TwitchGames6.11×
13Strategy gamesGames5.35×
14PC gameGames4.93×
15GamerGames4.04×
16Anime and manga fandomLiterature3.87×
17Mobile deviceTechnology & Electronics2.64×
18TikTokInternet & Social Media2.58×
19Video gamesGames1.84×
20FIFA World CupSports1.79×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Mobile game 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 Mobile game audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER2.22×
Price SensitivityPREMIUM1.91×
Convenience OrientationPREMIUM1.62×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Mobile game audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.62×
SpiritualityBALANCE0.67×
TraditionCONSERVATISM0.71×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Mobile game have in Italy?

Mobile game has an estimated audience of 11,273,963 people in Italy, concentrated in Lombardy and Campania.

02

What is the gender split and age of Mobile game fans?

49.4% of Mobile game fans are female, 50.6% are male, with an average age of 42.7 years.

03

Which brands do Mobile game fans like most?

Mobile game fans show strongest brand affinity for Twitch (6.11×), Gaming computer (6.83×), and Gaming (8.15×) over the country average.

04

Where do Mobile game fans live in Italy?

Mobile game fans in Italy are most concentrated in Lombardy (reach ~2M), Campania (reach ~1.5M), and Lazio (reach ~1.5M). These three regions account for the largest share of the active audience.

05

What other brands do Mobile game fans also like?

Beyond Mobile game itself, the audience over-indexes on Gaming computer (6.83×), Gaming (8.15×), League of Legends (7.68×), and Fortnite (6.37×) compared to the Italy 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 Italy who actively search for Mobile game. 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 Italy. 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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