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.
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.
The key figures that characterise the The Sims (video game) profile in Japan.
57.9% are female, 42.1% are male, average age 28.5.
| Metric | Value |
|---|---|
| Female | 57.9% |
| Male | 42.1% |
| Average age | 28.5 |
| Estimated audience size | 33,876 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 53% | |
| 20-29 | 19% | |
| 30-39 | 13% | |
| 40-49 | 10% | |
| 50+ | 5% |
of the worldwide The Sims (video game) audience comes from Japan.
| Country | Share |
|---|---|
| United States | 31.9% |
| Brazil | 7.3% |
| Germany | 7.0% |
The strongest cross-interests of the The Sims (video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Maxis | Games | 311.67× | ||
| 02 | Vehicle simulation game | Games | 11.81× | ||
| 03 | Internet & Social Media | 7.98× | |||
| 04 | Racing games | Games | 7.43× | ||
| 05 | 3D printing | Technology & Electronics | 6.66× | ||
| 06 | Renewable energy | Business & Career | 6.63× | ||
| 07 | Casino games | Games | 6.40× | ||
| 08 | Solar energy | Home & Garden | 5.39× | ||
| 09 | Poker | Games | 4.40× | ||
| 10 | British hip hop | Music & Radio | 4.33× | ||
| 11 | Country rap | Music & Radio | 4.22× | ||
| 12 | Steam | Games | 2.87× | ||
| 13 | Calisthenics | Sports | 2.74× | ||
| 14 | Korean hip hop | Music & Radio | 2.68× | ||
| 15 | Sauna | Home & Garden | 2.67× | ||
| 16 | Science fiction movies | Movies & TV | 2.43× | ||
| 17 | Fiction books | Literature | 2.38× | ||
| 18 | Pokémon | Games | 2.28× | ||
| 19 | All Nippon Airways | Travel & Leisure | 2.20× | ||
| 20 | Korean drama | Movies & TV | 1.92× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 2.39× | |
| Social Media Usage | JOY | 2.26× | |
| Early Adopter Mentality | POWER | 2.22× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.21× | |
| Family Orientation | CONSERVATISM | 0.40× | |
| Creativity | OPEN | 0.66× |
Related profiles, rankings and the same audience in other markets.
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.
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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