A data profile of the people who buy, follow and care about Gaia Online in Japan — modelled from more than twelve digital signal sources. Gaia Online has an estimated audience of 78,496 people in Japan.
Gaia Online has an estimated audience of 78,496 people in Japan. 66.4% are female, 33.6% are male, average age 28.2. Top brand affinities: Online shopping rewards, SteelSeries, Online wallet, DJI, Online games.
Top brand affinities include Online shopping rewards, SteelSeries, Online wallet, with strongest over-indexing on Online shopping rewards (56.97× the country average).
Demographically, the Gaia Online audience skews more female with an average age of 28.2, and over-indexes on personality traits such as Urban Lifestyle, Spirituality.
The typical Gaia Online fan in Japan is more female, around 28.2 years old, with strong Urban Lifestyle tendencies and a notable affinity for Online shopping rewards.
The key figures that characterise the Gaia Online profile in Japan.
66.4% are female, 33.6% are male, average age 28.2.
| Metric | Value |
|---|---|
| Female | 66.4% |
| Male | 33.6% |
| Average age | 28.2 |
| Estimated audience size | 78,496 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 57% | |
| 20-29 | 15% | |
| 30-39 | 13% | |
| 40-49 | 11% | |
| 50+ | 4% |
of the worldwide Gaia Online audience comes from Japan.
| Country | Share |
|---|---|
| United States | 51.1% |
| Japan | 7.6% |
| Canada | 5.4% |
The strongest cross-interests of the Gaia Online audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Online wallet | Technology & Electronics | 72.43× | ||
| 02 | Online shopping rewards | Shopping | 56.97× | ||
| 03 | SteelSeries | Games | 39.53× | ||
| 04 | LOL Esports | Sports | 20.00× | ||
| 05 | Radeon | Technology & Electronics | 19.59× | ||
| 06 | DJI | Technology & Electronics | 15.34× | ||
| 07 | Vimeo | Movies & TV | 13.74× | ||
| 08 | Shutterstock | Internet & Social Media | 11.94× | ||
| 09 | Word search | Games | 11.42× | ||
| 10 | Vivo (telecommunications) | Technology & Electronics | 10.83× | ||
| 11 | Dell | Technology & Electronics | 5.78× | ||
| 12 | Lenovo | Technology & Electronics | 5.34× | ||
| 13 | Online games | Games | 5.31× | ||
| 14 | Solar energy | Home & Garden | 4.78× | ||
| 15 | Loudspeaker | Technology & Electronics | 4.70× | ||
| 16 | Steam | Games | 2.63× | ||
| 17 | Calisthenics | Sports | 2.59× | ||
| 18 | Banking | Business & Career | 2.18× | ||
| 19 | Video games | Games | 2.11× | ||
| 20 | Pokémon | Games | 1.98× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Urban Lifestyle | OPEN | 1.94× | |
| Spirituality | BALANCE | 1.73× | |
| Tradition | CONSERVATISM | 1.60× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Family Orientation | CONSERVATISM | 0.42× | |
| Community Orientation | OPEN | 0.48× | |
| Creativity | OPEN | 0.61× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Japan who actively search for Gaia Online. 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 Japan. 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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