Rascasse Audience Intelligence

Minecraft Audience in South Korea

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.

#1among Open world game in South Korea
#10among Video / Board Game in South Korea
#57in Games

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.

Category: Games · Type: Video / Board Game · Subtype: Open world game

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 Minecraft profile in South Korea.

Audience size
377K
in South Korea
Gender
33.5%♀
66.5% male
Age
28.2
average years
Country rank
#2635
Video / Board Game in South Korea
Fig. 01

Search interest · 12-month trend

-6%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Minecraft fans

33.5% are female, 66.5% are male, average age 28.2.

Fig. 02

Gender split

33.5%
Female
66.5%
Male
Demographic split for Minecraft audience in South Korea
MetricValue
Female33.5%
Male66.5%
Average age28.2
Estimated audience size376,793
Fig. 03

Age distribution

Ø 28.2
average years
Age distribution of the Minecraft audience in South Korea
Age bracketShare%
16-1947%
20-2928%
30-3915%
40-497%
50+4%
Fig. 04

Worldwide distribution

0.5%

of the worldwide Minecraft audience comes from South Korea.

Worldwide audience distribution share by country for Minecraft
CountryShare
United States21.2%
China5.4%
Brazil5.1%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Minecraft audience
#·InterestCategoryAffinity×
01CupheadMovies & TV56.58×
02A Minecraft MovieMovies & TV55.91×
03Skibidi ToiletInternet & Social Media27.04×
04RobloxGames22.50×
05CapCutTechnology & Electronics22.50×
06Anime music videoMovies & TV7.08×
07PC gameGames6.04×
08Gaming computerTechnology & Electronics4.93×
09Working dogPets & Animals3.98×
10Adventure gameGames3.83×
11Pokémon (video game series)Games3.74×
12Action-adventure gameGames3.65×
13GamerGames3.23×
14Web fictionLiterature3.14×
15Action role-playing gameGames3.13×
16American Pit Bull TerrierPets & Animals2.90×
17Boxer (dog)Pets & Animals2.66×
18Pit bullPets & Animals2.56×
19WebcomicLiterature2.39×
20Japanese artArts & Culture2.37×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Minecraft 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 Minecraft audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM2.38×
Social Media UsageJOY1.51×
Risk AppetiteTHRILL1.36×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Top personality traits over-indexed by Minecraft audience · Rather not
TraitClusterDeviationScore
Family OrientationCONSERVATISM0.70×
Sports ActivityPOWER0.78×
TravellingTHRILL0.79×
0×1.00× baseline2×
Appendix

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How to read this data

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.

About this audience profile

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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