A data profile of the people who buy, follow and care about Minecraft in South Korea — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 376,793 people in South Korea.
Minecraft has an estimated audience of 376,793 people in South Korea. 33.5% are female, 66.5% are male, average age 28.2. Top brand affinities: Roblox, CapCut, Skibidi Toilet, PC game, A Minecraft Movie.
Top brand affinities include Roblox, CapCut, Skibidi Toilet, with strongest over-indexing on Roblox (22.5× the country average).
Demographically, the Minecraft audience skews more male with an average age of 28.2, and over-indexes on personality traits such as Patriotism, Social Media Usage.
The typical Minecraft fan in South Korea is more male, around 28.2 years old, with strong Patriotism tendencies and a notable affinity for Roblox.
The key figures that characterise the Minecraft profile in South Korea.
33.5% are female, 66.5% are male, average age 28.2.
| Metric | Value |
|---|---|
| Female | 33.5% |
| Male | 66.5% |
| Average age | 28.2 |
| Estimated audience size | 376,793 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 47% | |
| 20-29 | 28% | |
| 30-39 | 15% | |
| 40-49 | 7% | |
| 50+ | 4% |
of the worldwide Minecraft audience comes from South Korea.
| Country | Share |
|---|---|
| United States | 21.2% |
| China | 5.4% |
| Brazil | 5.1% |
The strongest cross-interests of the Minecraft audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Cuphead | Movies & TV | 56.58× | ||
| 02 | A Minecraft Movie | Movies & TV | 55.91× | ||
| 03 | Skibidi Toilet | Internet & Social Media | 27.04× | ||
| 04 | Roblox | Games | 22.50× | ||
| 05 | CapCut | Technology & Electronics | 22.50× | ||
| 06 | Anime music video | Movies & TV | 7.08× | ||
| 07 | PC game | Games | 6.04× | ||
| 08 | Gaming computer | Technology & Electronics | 4.93× | ||
| 09 | Working dog | Pets & Animals | 3.98× | ||
| 10 | Adventure game | Games | 3.83× | ||
| 11 | Pokémon (video game series) | Games | 3.74× | ||
| 12 | Action-adventure game | Games | 3.65× | ||
| 13 | Gamer | Games | 3.23× | ||
| 14 | Web fiction | Literature | 3.14× | ||
| 15 | Action role-playing game | Games | 3.13× | ||
| 16 | American Pit Bull Terrier | Pets & Animals | 2.90× | ||
| 17 | Boxer (dog) | Pets & Animals | 2.66× | ||
| 18 | Pit bull | Pets & Animals | 2.56× | ||
| 19 | Webcomic | Literature | 2.39× | ||
| 20 | Japanese art | Arts & Culture | 2.37× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 2.38× | |
| Social Media Usage | JOY | 1.51× | |
| Risk Appetite | THRILL | 1.36× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Family Orientation | CONSERVATISM | 0.70× | |
| Sports Activity | POWER | 0.78× | |
| Travelling | THRILL | 0.79× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in South Korea who actively search for Minecraft. 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 South Korea. 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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