Rascasse Audience Intelligence

Real-time strategy Audience in Italy

A data profile of the people who buy, follow and care about Real-time strategy in Italy — modelled from more than twelve digital signal sources. Real-time strategy has an estimated audience of 3,546,028 people in Italy.

The average Real-time strategy fan in Italy is 38.5 years old, more male, and lives primarily in Lombardy.

The audience is concentrated in Lombardy, Lazio, Campania.

Top brand affinities include Twitch, Pull-up (exercise), League of Legends, with strongest over-indexing on Twitch (4.85× the country average).

Demographically, the Real-time strategy audience skews more male with an average age of 38.5, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.

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

The typical Real-time strategy fan in Italy is more male, around 38.5 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 Real-time strategy profile in Italy.

Audience size
3.5M
in Italy
Gender
38.4%
61.6% male
Age
38.5
average years
Country rank
#1993
Topic in Italy
Fig. 01

Search interest · 12-month trend

-16%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Real-time strategy fans

38.4% are female, 61.6% are male, average age 38.5.

Fig. 02

Gender split

38.4%
Female
61.6%
Male
Demographic split for Real-time strategy audience in Italy
MetricValue
Female38.4%
Male61.6%
Average age38.5
Estimated audience size3,546,028
Fig. 03

Age distribution

Ø 38.5
average years
Age distribution of the Real-time strategy audience in Italy
Age bracketShare%
16-1922%
20-2919%
30-3920%
40-4919%
50+20%
Fig. 04

Worldwide distribution

3.9%

of the worldwide Real-time strategy audience comes from Italy.

Worldwide audience distribution share by country for Real-time strategy
CountryShare
United States17.1%
China8.6%
Japan6.5%
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 Real-time strategy audience in Italy is strongest.

Fig. 05

Top regions by affinity

Real-time strategy fans by region: top regions in Italy
#RegionReachAffinity×
01Molise~20K1.11×
02Basilicata~40K1.09×
03Tuscany~200K1.01×
04Veneto~300K1.00×
05Friuli-Venezia Giulia~70K1.00×
06Umbria~60K1.00×
07Aosta Valley~9K1.00×
08Lombardy~600K0.99×
09Sicilia~300K0.98×
10Emilia-Romagna~300K0.98×
11Campania~400K0.97×
12Liguria~100K0.97×
13Abruzzo~80K0.97×
14Trentino-Alto Adige/Südtirol~70K0.97×
15Piedmont~300K0.96×
16Calabria~100K0.96×
17Sardinia~100K0.96×
18Marche~90K0.96×
19Lazio~400K0.94×
20Puglia~200K0.94×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Real-time strategy audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Real-time strategy audience
#·InterestCategoryAffinity×
01Pull-up (exercise)Sports9.97×
02Multiplayer online battle arenaGames7.33×
03League of LegendsGames6.81×
04DVD playerTechnology & Electronics6.64×
05Call of DutyGames5.17×
06Electronic sportsSports5.03×
07TwitchGames4.85×
08Massively multiplayer online gamesGames4.71×
09Strategy gamesGames4.31×
10PC gameGames4.26×
11Gaming computerTechnology & Electronics4.06×
12Massively multiplayer online role-playing gamesGames3.77×
13FortniteGames3.71×
14Mobile gameGames3.35×
15Action gamesGames3.09×
16Racing gamesGames3.07×
17Puzzle video gamesGames2.87×
18GamerGames2.66×
19Role-playing gamesGames2.64×
20Mobile deviceTechnology & Electronics1.86×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Real-time strategy 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 Real-time strategy audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.36×
Social Media UsageJOY1.35×
Need for SecurityCONSERVATISM1.17×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Real-time strategy audience · Rather not
TraitClusterDeviationScore
MindfulnessBALANCE0.59×
Community OrientationOPEN0.60×
Design AffinityPREMIUM0.63×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Real-time strategy have in Italy?

Real-time strategy has an estimated audience of 3,546,028 people in Italy, concentrated in Lombardy and Lazio.

02

What is the gender split and age of Real-time strategy fans?

38.4% of Real-time strategy fans are female, 61.6% are male, with an average age of 38.5 years.

03

Which brands do Real-time strategy fans like most?

Real-time strategy fans show strongest brand affinity for Twitch (4.85×), Pull-up (exercise) (9.97×), and League of Legends (6.81×) over the country average.

04

Where do Real-time strategy fans live in Italy?

Real-time strategy fans in Italy are most concentrated in Lombardy (reach ~600K), Lazio (reach ~400K), and Campania (reach ~400K). These three regions account for the largest share of the active audience.

05

What other brands do Real-time strategy fans also like?

Beyond Real-time strategy itself, the audience over-indexes on Pull-up (exercise) (9.97×), League of Legends (6.81×), Mobile game (3.35×), and DVD player (6.64×) 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 Real-time strategy. 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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