A data profile of the people who buy, follow and care about Role-playing games in Italy — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 5,462,275 people in Italy.
The average Role-playing games fan in Italy is 35.7 years old, more male, and lives primarily in Lombardy.
The audience is concentrated in Lombardy, Lazio, Campania.
Top brand affinities include Mobile game, Twitch, TikTok, with strongest over-indexing on Mobile game (3.61× the country average).
Demographically, the Role-playing games audience skews more male with an average age of 35.7, and over-indexes on personality traits such as Patriotism, 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 Role-playing games fan in Italy is more male, around 35.7 years old, with strong Patriotism tendencies and a notable affinity for Mobile game.
The key figures that characterise the Role-playing games profile in Italy.
33.8% are female, 66.2% are male, average age 35.7.
| Metric | Value |
|---|---|
| Female | 33.8% |
| Male | 66.2% |
| Average age | 35.7 |
| Estimated audience size | 5,462,275 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 28% | |
| 20-29 | 24% | |
| 30-39 | 18% | |
| 40-49 | 15% | |
| 50+ | 16% |
of the worldwide Role-playing games audience comes from Italy.
| Country | Share |
|---|---|
| United States | 16.9% |
| China | 7.7% |
| Japan | 7.2% |
Where the Role-playing games audience in Italy is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Aosta Valley | ~10K | 1.08× | |
| 02 | Umbria | ~90K | 1.07× | |
| 03 | Molise | ~30K | 1.07× | |
| 04 | Trentino-Alto Adige/Südtirol | ~100K | 1.05× | |
| 05 | Basilicata | ~50K | 1.03× | |
| 06 | Friuli-Venezia Giulia | ~100K | 1.02× | |
| 07 | Liguria | ~200K | 1.00× | |
| 08 | Marche | ~100K | 1.00× | |
| 09 | Abruzzo | ~100K | 1.00× | |
| 10 | Calabria | ~200K | 0.99× | |
| 11 | Sardinia | ~100K | 0.98× | |
| 12 | Sicilia | ~400K | 0.95× | |
| 13 | Puglia | ~400K | 0.95× | |
| 14 | Piedmont | ~400K | 0.94× | |
| 15 | Tuscany | ~300K | 0.94× | |
| 16 | Campania | ~600K | 0.93× | |
| 17 | Emilia-Romagna | ~400K | 0.93× | |
| 18 | Veneto | ~400K | 0.93× | |
| 19 | Lazio | ~600K | 0.89× | |
| 20 | Lombardy | ~800K | 0.82× |
The strongest cross-interests of the Role-playing games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Pokémon (video game series) | Games | 5.98× | ||
| 02 | Tabletop role-playing game | Games | 5.98× | ||
| 03 | Action role-playing game | Games | 5.13× | ||
| 04 | Massively multiplayer online role-playing games | Games | 4.41× | ||
| 05 | Massively multiplayer online games | Games | 4.37× | ||
| 06 | Gaming computer | Technology & Electronics | 4.06× | ||
| 07 | Twitch | Games | 3.89× | ||
| 08 | Tabletop game | Games | 3.86× | ||
| 09 | League of Legends | Games | 3.70× | ||
| 10 | Mobile game | Games | 3.61× | ||
| 11 | PC game | Games | 3.61× | ||
| 12 | Strategy games | Games | 3.61× | ||
| 13 | Anime convention | Literature | 3.44× | ||
| 14 | Tokyo | Travel & Leisure | 3.26× | ||
| 15 | Anime and manga fandom | Literature | 2.93× | ||
| 16 | Gamer | Games | 2.92× | ||
| 17 | TikTok | Internet & Social Media | 2.35× | ||
| 18 | Superman | Movies & TV | 2.01× | ||
| 19 | Harry Potter | Movies & TV | 1.89× | ||
| 20 | Video games | Games | 1.86× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.53× | |
| Social Media Usage | JOY | 1.35× | |
| Early Adopter Mentality | POWER | 1.32× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.73× | |
| DIY Mentality | THRILL | 0.77× | |
| Quality Awareness | PREMIUM | 0.77× |
Role-playing games has an estimated audience of 5,462,275 people in Italy, concentrated in Lombardy and Lazio.
33.8% of Role-playing games fans are female, 66.2% are male, with an average age of 35.7 years.
Role-playing games fans show strongest brand affinity for Mobile game (3.61×), Twitch (3.89×), and TikTok (2.35×) over the country average.
Role-playing games fans in Italy are most concentrated in Lombardy (reach ~800K), Lazio (reach ~600K), and Campania (reach ~600K). These three regions account for the largest share of the active audience.
Beyond Role-playing games itself, the audience over-indexes on Twitch (3.89×), TikTok (2.35×), Video games (1.86×), and Pokémon (video game series) (5.98×) 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 Role-playing 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.
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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