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.
The key figures that characterise the Real-time strategy profile in Italy.
38.4% are female, 61.6% are male, average age 38.5.
| Metric | Value |
|---|---|
| Female | 38.4% |
| Male | 61.6% |
| Average age | 38.5 |
| Estimated audience size | 3,546,028 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 19% | |
| 30-39 | 20% | |
| 40-49 | 19% | |
| 50+ | 20% |
of the worldwide Real-time strategy audience comes from Italy.
| Country | Share |
|---|---|
| United States | 17.1% |
| China | 8.6% |
| Japan | 6.5% |
Where the Real-time strategy audience in Italy is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Molise | ~20K | 1.11× | |
| 02 | Basilicata | ~40K | 1.09× | |
| 03 | Tuscany | ~200K | 1.01× | |
| 04 | Veneto | ~300K | 1.00× | |
| 05 | Friuli-Venezia Giulia | ~70K | 1.00× | |
| 06 | Umbria | ~60K | 1.00× | |
| 07 | Aosta Valley | ~9K | 1.00× | |
| 08 | Lombardy | ~600K | 0.99× | |
| 09 | Sicilia | ~300K | 0.98× | |
| 10 | Emilia-Romagna | ~300K | 0.98× | |
| 11 | Campania | ~400K | 0.97× | |
| 12 | Liguria | ~100K | 0.97× | |
| 13 | Abruzzo | ~80K | 0.97× | |
| 14 | Trentino-Alto Adige/Südtirol | ~70K | 0.97× | |
| 15 | Piedmont | ~300K | 0.96× | |
| 16 | Calabria | ~100K | 0.96× | |
| 17 | Sardinia | ~100K | 0.96× | |
| 18 | Marche | ~90K | 0.96× | |
| 19 | Lazio | ~400K | 0.94× | |
| 20 | Puglia | ~200K | 0.94× |
The strongest cross-interests of the Real-time strategy audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Pull-up (exercise) | Sports | 9.97× | ||
| 02 | Multiplayer online battle arena | Games | 7.33× | ||
| 03 | League of Legends | Games | 6.81× | ||
| 04 | DVD player | Technology & Electronics | 6.64× | ||
| 05 | Call of Duty | Games | 5.17× | ||
| 06 | Electronic sports | Sports | 5.03× | ||
| 07 | Twitch | Games | 4.85× | ||
| 08 | Massively multiplayer online games | Games | 4.71× | ||
| 09 | Strategy games | Games | 4.31× | ||
| 10 | PC game | Games | 4.26× | ||
| 11 | Gaming computer | Technology & Electronics | 4.06× | ||
| 12 | Massively multiplayer online role-playing games | Games | 3.77× | ||
| 13 | Fortnite | Games | 3.71× | ||
| 14 | Mobile game | Games | 3.35× | ||
| 15 | Action games | Games | 3.09× | ||
| 16 | Racing games | Games | 3.07× | ||
| 17 | Puzzle video games | Games | 2.87× | ||
| 18 | Gamer | Games | 2.66× | ||
| 19 | Role-playing games | Games | 2.64× | ||
| 20 | Mobile device | Technology & Electronics | 1.86× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.36× | |
| Social Media Usage | JOY | 1.35× | |
| Need for Security | CONSERVATISM | 1.17× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.59× | |
| Community Orientation | OPEN | 0.60× | |
| Design Affinity | PREMIUM | 0.63× |
Real-time strategy has an estimated audience of 3,546,028 people in Italy, concentrated in Lombardy and Lazio.
38.4% of Real-time strategy fans are female, 61.6% are male, with an average age of 38.5 years.
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.
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.
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.
Related profiles, rankings and the same audience in other markets.
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.
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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