Rascasse Audience Intelligence

Online games Audience in Italy

A data profile of the people who buy, follow and care about Online games in Italy — modelled from more than twelve digital signal sources. Online games has an estimated audience of 8,873,308 people in Italy.

The average Online games fan in Italy is 40.1 years old, more male, and lives primarily in Lombardy.

The audience is concentrated in Lombardy, Lazio, Veneto.

Top brand affinities include CrazyGames, Mobile game, Twitch, with strongest over-indexing on CrazyGames (3.27× the country average).

Demographically, the Online games audience skews more male with an average age of 40.1, and over-indexes on personality traits such as Early Adopter Mentality, Quality Awareness.

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

The typical Online games fan in Italy is more male, around 40.1 years old, with strong Early Adopter Mentality tendencies and a notable affinity for CrazyGames.

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 Online games profile in Italy.

Audience size
8.9M
in Italy
Gender
42.1%
57.9% male
Age
40.1
average years
Country rank
#591
Topic in Italy
Fig. 01

Search interest · 12-month trend

-0%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Online games fans

42.1% are female, 57.9% are male, average age 40.1.

Fig. 02

Gender split

42.1%
Female
57.9%
Male
Demographic split for Online games audience in Italy
MetricValue
Female42.1%
Male57.9%
Average age40.1
Estimated audience size8,873,308
Fig. 03

Age distribution

Ø 40.1
average years
Age distribution of the Online games audience in Italy
Age bracketShare%
16-1917%
20-2920%
30-3921%
40-4919%
50+23%
Fig. 04

Worldwide distribution

3.2%

of the worldwide Online games audience comes from Italy.

Worldwide audience distribution share by country for Online games
CountryShare
United States16.9%
India4.9%
Japan4.6%
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 Online games audience in Italy is strongest.

Fig. 05

Top regions by affinity

Online games fans by region: top regions in Italy
#RegionReachAffinity×
01Trentino-Alto Adige/Südtirol~400K2.33×
02Lombardy~2.5M1.52×
03Veneto~1M1.49×
04Friuli-Venezia Giulia~200K1.48×
05Emilia-Romagna~900K1.26×
06Piedmont~700K1.10×
07Umbria~200K1.07×
08Marche~200K1.06×
09Tuscany~600K1.01×
10Lazio~1M1.00×
11Aosta Valley~20K0.91×
12Molise~40K0.88×
13Basilicata~70K0.85×
14Campania~800K0.81×
15Sicilia~600K0.81×
16Puglia~500K0.75×
17Liguria~200K0.75×
18Calabria~200K0.73×
19Abruzzo~100K0.73×
20Sardinia~200K0.69×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Online games audience
#·InterestCategoryAffinity×
01DVD playerTechnology & Electronics3.34×
02CrazyGamesGames3.27×
03League of LegendsGames3.27×
04Gaming computerTechnology & Electronics3.09×
05Massively multiplayer online gamesGames3.00×
06PC gameGames2.93×
07GamingGames2.88×
08Call of DutyGames2.87×
09Massively multiplayer online role-playing gamesGames2.79×
10FortniteGames2.73×
11TwitchGames2.71×
12Mobile gameGames2.46×
13Crazy GamesGames2.36×
14GamerGames2.35×
15Sustainable energyHome & Garden1.91×
16Business classTravel & Leisure1.85×
17Game consolesTechnology & Electronics1.71×
18HybridsCars & Mobility1.69×
19Mobile deviceTechnology & Electronics1.59×
20Renewable energyBusiness & Career1.58×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Online games 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 Online games audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.45×
Quality AwarenessPREMIUM1.30×
DIY MentalityTHRILL1.24×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Online games audience · Rather not
TraitClusterDeviationScore
SpiritualityBALANCE0.73×
TraditionCONSERVATISM0.73×
IndividualismJOY0.75×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Online games have in Italy?

Online games has an estimated audience of 8,873,308 people in Italy, concentrated in Lombardy and Lazio.

02

What is the gender split and age of Online games fans?

42.1% of Online games fans are female, 57.9% are male, with an average age of 40.1 years.

03

Which brands do Online games fans like most?

Online games fans show strongest brand affinity for CrazyGames (3.27×), Mobile game (2.46×), and Twitch (2.71×) over the country average.

04

Where do Online games fans live in Italy?

Online games fans in Italy are most concentrated in Lombardy (reach ~2.5M), Lazio (reach ~1M), and Veneto (reach ~1M). These three regions account for the largest share of the active audience.

05

What other brands do Online games fans also like?

Beyond Online games itself, the audience over-indexes on Mobile game (2.46×), Twitch (2.71×), Gaming computer (3.09×), and Gamer (2.35×) 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 Online games. 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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