Rascasse Audience Intelligence

Video games Audience in Italy

A data profile of the people who buy, follow and care about Video games in Italy — modelled from more than twelve digital signal sources. Video games has an estimated audience of 22,834,025 people in Italy.

The average Video games fan in Italy is 41.9 years old, balanced, and lives primarily in Lombardy.

The audience is concentrated in Lombardy, Lazio, Campania.

Top brand affinities include Vanity Fairy, Pokémon (video game series), Sidi, with strongest over-indexing on Vanity Fairy (1.64× the country average).

Demographically, the Video games audience skews balanced with an average age of 41.9, 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 Video games fan in Italy is balanced, around 41.9 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Vanity Fairy.

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 Video games profile in Italy.

Audience size
22.8M
in Italy
Gender
45.6%
54.4% male
Age
41.9
average years
Country rank
#96
Topic in Italy
Fig. 01

Search interest · 12-month trend

-7%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Video games fans

45.6% are female, 54.4% are male, average age 41.9.

Fig. 02

Gender split

45.6%
Female
54.4%
Male
Demographic split for Video games audience in Italy
MetricValue
Female45.6%
Male54.4%
Average age41.9
Estimated audience size22,834,025
Fig. 03

Age distribution

Ø 41.9
average years
Age distribution of the Video games audience in Italy
Age bracketShare%
16-1914%
20-2917%
30-3921%
40-4921%
50+27%
Fig. 04

Worldwide distribution

4.2%

of the worldwide Video games audience comes from Italy.

Worldwide audience distribution share by country for Video games
CountryShare
United States19.5%
India5.7%
Brazil4.3%
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 Video games audience in Italy is strongest.

Fig. 05

Top regions by affinity

Video games fans by region: top regions in Italy
#RegionReachAffinity×
01Emilia-Romagna~2.5M1.22×
02Lazio~3.5M1.20×
03Sicilia~2.5M1.19×
04Lombardy~4.5M1.18×
05Campania~3M1.17×
06Puglia~2M1.17×
07Tuscany~1.5M1.13×
08Calabria~800K1.09×
09Veneto~2M1.04×
10Liguria~700K1.04×
11Piedmont~1.5M1.03×
12Friuli-Venezia Giulia~400K1.02×
13Marche~600K0.98×
14Trentino-Alto Adige/Südtirol~400K0.98×
15Aosta Valley~60K0.95×
16Molise~100K0.93×
17Basilicata~200K0.92×
18Umbria~300K0.90×
19Abruzzo~400K0.89×
20Sardinia~600K0.87×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Video games audience
#·InterestCategoryAffinity×
01Pokémon (video game series)Games2.56×
02Action role-playing gameGames2.04×
03The WitcherGames1.99×
04WebcomicLiterature1.96×
05Epic GamesGames1.94×
06Tabletop role-playing gameGames1.86×
07DeviantArtInternet & Social Media1.80×
08Japanese popular cultureTravel & Leisure1.72×
09OtakuLiterature1.72×
10Instant GamingGames1.70×
11Vanity FairyMusic & Radio1.64×
12NASDAQBusiness & Career1.64×
13Digital cameraTechnology & Electronics1.64×
14SidiSports1.63×
15Action figureKids & Family1.62×
16Tabletop gameGames1.58×
17Millie Bobby BrownMovies & TV1.57×
18VideographyInternet & Social Media1.54×
19Crazy GamesGames1.51×
20Comic bookLiterature1.50×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Video 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 Video games audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.16×
Social Media UsageJOY1.13×
Risk AppetiteTHRILL1.08×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Video games audience · Rather not
TraitClusterDeviationScore
IndividualismJOY0.82×
IndulgenceJOY0.82×
Design AffinityPREMIUM0.83×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Video games have in Italy?

Video games has an estimated audience of 22,834,025 people in Italy, concentrated in Lombardy and Lazio.

02

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

45.6% of Video games fans are female, 54.4% are male, with an average age of 41.9 years.

03

Which brands do Video games fans like most?

Video games fans show strongest brand affinity for Vanity Fairy (1.64×), Pokémon (video game series) (2.56×), and Sidi (1.63×) over the country average.

04

Where do Video games fans live in Italy?

Video games fans in Italy are most concentrated in Lombardy (reach ~4.5M), Lazio (reach ~3.5M), and Campania (reach ~3M). These three regions account for the largest share of the active audience.

05

What other brands do Video games fans also like?

Beyond Video games itself, the audience over-indexes on Pokémon (video game series) (2.56×), Sidi (1.63×), Comic book (1.5×), and Japanese popular culture (1.72×) 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 Video 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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