A data profile of the people who buy, follow and care about Saint Seiya in Italy — modelled from more than twelve digital signal sources. Saint Seiya has an estimated audience of 725,744 people in Italy.
Saint Seiya has an estimated audience of 725,744 people in Italy. 31.6% are female, 68.4% are male, average age 28.7. Top brand affinities: Crunchyroll, Anime and manga fandom, Twitch, Mobile game, Ghostbusters (franchise).
Top brand affinities include Crunchyroll, Anime and manga fandom, Twitch, with strongest over-indexing on Crunchyroll (17.77× the country average).
Demographically, the Saint Seiya audience skews more male with an average age of 28.7, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.
The typical Saint Seiya fan in Italy is more male, around 28.7 years old, with strong Social Media Usage tendencies and a notable affinity for Crunchyroll.
The key figures that characterise the Saint Seiya profile in Italy.
31.6% are female, 68.4% are male, average age 28.7.
| Metric | Value |
|---|---|
| Female | 31.6% |
| Male | 68.4% |
| Average age | 28.7 |
| Estimated audience size | 725,744 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 46% | |
| 20-29 | 26% | |
| 30-39 | 15% | |
| 40-49 | 8% | |
| 50+ | 4% |
The strongest cross-interests of the Saint Seiya audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Crunchyroll | Games | 17.77× | ||
| 02 | Ghostbusters (franchise) | Movies & TV | 14.29× | ||
| 03 | My Hero Academia | Literature | 8.10× | ||
| 04 | Korean drama | Movies & TV | 8.07× | ||
| 05 | Anime and manga fandom | Literature | 7.92× | ||
| 06 | Breaking Bad | Movies & TV | 6.84× | ||
| 07 | Superhero film | Movies & TV | 5.35× | ||
| 08 | Twitch | Games | 5.12× | ||
| 09 | Steam | Games | 4.93× | ||
| 10 | Pokémon | Games | 4.53× | ||
| 11 | One Piece | Movies & TV | 4.37× | ||
| 12 | Emotional intelligence | Health | 3.76× | ||
| 13 | Role-playing games | Games | 3.53× | ||
| 14 | Mobile game | Games | 3.42× | ||
| 15 | Manga | Literature | 3.27× | ||
| 16 | Harry Potter | Movies & TV | 2.22× | ||
| 17 | Video games | Games | 1.86× | ||
| 18 | Physical fitness | Sports | 1.68× | ||
| 19 | Fitness and wellness | Sports | 1.63× | ||
| 20 | Vehicles | Cars & Mobility | 1.56× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.43× | |
| Early Adopter Mentality | POWER | 1.34× | |
| Urban Lifestyle | OPEN | 1.33× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.58× | |
| Travelling | THRILL | 0.65× | |
| Creativity | OPEN | 0.66× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Italy who actively search for Saint Seiya. 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.
Source: Rascasse Audience Intelligence — modeled from anonymized, multi-source behavioral signals (search, social, events), updated monthly. Data status: 09/2026.
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