Rascasse Audience Intelligence

The Sims (video game) Audience in Japan

A data profile of the people who buy, follow and care about The Sims (video game) in Japan — modelled from more than twelve digital signal sources. The Sims (video game) has an estimated audience of 33,876 people in Japan.

#3among Simulation in Japan
#906among Video / Board Game in Japan
#1278in Games

The Sims (video game) has an estimated audience of 33,876 people in Japan. 57.9% are female, 42.1% are male, average age 28.5. Top brand affinities: Maxis, Casino games, Reddit, Renewable energy, Racing games.

Top brand affinities include Maxis, Casino games, Reddit, with strongest over-indexing on Maxis (311.67× the country average).

Demographically, the The Sims (video game) audience skews more female with an average age of 28.5, and over-indexes on personality traits such as Convenience Orientation, Social Media Usage.

The typical The Sims (video game) fan in Japan is more female, around 28.5 years old, with strong Convenience Orientation tendencies and a notable affinity for Maxis.

Category: Games · Type: Video / Board Game · Subtype: Simulation

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-09-29.

Section 01

At a glance

The key figures that characterise the The Sims (video game) profile in Japan.

Audience size
34K
in Japan
Gender
57.9%♀
42.1% male
Age
28.5
average years
Country rank
#33365
Video / Board Game in Japan
Fig. 01

Search interest · 12-month trend

-28%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of The Sims (video game) fans

57.9% are female, 42.1% are male, average age 28.5.

Fig. 02

Gender split

57.9%
Female
42.1%
Male
Demographic split for The Sims (video game) audience in Japan
MetricValue
Female57.9%
Male42.1%
Average age28.5
Estimated audience size33,876
Fig. 03

Age distribution

Ø 28.5
average years
Age distribution of the The Sims (video game) audience in Japan
Age bracketShare%
16-1953%
20-2919%
30-3913%
40-4910%
50+5%
Fig. 04

Worldwide distribution

0.5%

of the worldwide The Sims (video game) audience comes from Japan.

Worldwide audience distribution share by country for The Sims (video game)
CountryShare
United States31.9%
Brazil7.3%
Germany7.0%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the The Sims (video game) audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for The Sims (video game) audience
#·InterestCategoryAffinity×
01MaxisGames311.67×
02Vehicle simulation gameGames11.81×
03RedditInternet & Social Media7.98×
04Racing gamesGames7.43×
053D printingTechnology & Electronics6.66×
06Renewable energyBusiness & Career6.63×
07Casino gamesGames6.40×
08Solar energyHome & Garden5.39×
09PokerGames4.40×
10British hip hopMusic & Radio4.33×
11Country rapMusic & Radio4.22×
12SteamGames2.87×
13CalisthenicsSports2.74×
14Korean hip hopMusic & Radio2.68×
15SaunaHome & Garden2.67×
16Science fiction moviesMovies & TV2.43×
17Fiction booksLiterature2.38×
18PokémonGames2.28×
19All Nippon AirwaysTravel & Leisure2.20×
20Korean dramaMovies & TV1.92×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the The Sims (video game) 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 The Sims (video game) audience · What stands out
TraitClusterDeviationScore
Convenience OrientationPREMIUM2.39×
Social Media UsageJOY2.26×
Early Adopter MentalityPOWER2.22×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Top personality traits over-indexed by The Sims (video game) audience · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.21×
Family OrientationCONSERVATISM0.40×
CreativityOPEN0.66×
0×1.00× baseline2×
Appendix

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How to read this data

Audience size is the estimated number of people in Japan who actively search for The Sims (video game). 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 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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