Rascasse Audience Intelligence

Role-playing games Audience in Mexico

A data profile of the people who buy, follow and care about Role-playing games in Mexico — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 4,103,105 people in Mexico.

Role-playing games has an estimated audience of 4,103,105 people in Mexico. 37.6% are female, 62.4% are male, average age 31.0. Top brand affinities: ANIMEFLV, YouTube Music, Gamer, Creative Commons, Twitch.

Top brand affinities include ANIMEFLV, YouTube Music, Gamer, with strongest over-indexing on ANIMEFLV (2.84× the country average).

Demographically, the Role-playing games audience skews more male with an average age of 31.0, and over-indexes on personality traits such as Patriotism, Social Media Usage.

The typical Role-playing games fan in Mexico is more male, around 31.0 years old, with strong Patriotism tendencies and a notable affinity for ANIMEFLV.

Category: Games · Type: Topic · Subtype: Gaming genre

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Role-playing games profile in Mexico.

Audience size
4.1M
in Mexico
Gender
37.6%
62.4% male
Age
31.0
average years
Country rank
#664
Topic in Mexico
Fig. 01

Search interest · 12-month trend

-18%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Role-playing games fans

37.6% are female, 62.4% are male, average age 31.0.

Fig. 02

Gender split

37.6%
Female
62.4%
Male
Demographic split for Role-playing games audience in Mexico
MetricValue
Female37.6%
Male62.4%
Average age31.0
Estimated audience size4,103,105
Fig. 03

Age distribution

Ø 31.0
average years
Age distribution of the Role-playing games audience in Mexico
Age bracketShare%
16-1941%
20-2923%
30-3917%
40-4912%
50+7%
Fig. 04

Worldwide distribution

2.3%

of the worldwide Role-playing games audience comes from Mexico.

Worldwide audience distribution share by country for Role-playing games
CountryShare
United States16.9%
China7.7%
Japan7.2%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Role-playing games audience
#·InterestCategoryAffinity×
01ANIMEFLVInternet & Social Media2.84×
02Pokémon (video game series)Games2.48×
03MinecraftGames2.40×
04Video game cultureGames2.38×
05CrunchyrollGames2.21×
06Creative CommonsTechnology & Electronics2.16×
07RobloxGames2.15×
08Epic GamesGames2.06×
09Massively multiplayer online gamesGames2.01×
10YouTube MusicInternet & Social Media1.99×
11Massively multiplayer online role-playing gamesGames1.98×
12Tabletop gameGames1.95×
13Anime and manga fandomLiterature1.95×
14TwitchGames1.88×
15Board gamesGames1.80×
16Japanese popular cultureTravel & Leisure1.73×
17FortniteGames1.72×
18GamerGames1.62×
19XboxGames1.56×
20Stitch!Movies & TV1.53×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Role-playing games 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 Role-playing games audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM1.29×
Social Media UsageJOY1.16×
TraditionCONSERVATISM1.06×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Role-playing games audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.71×
Price SensitivityPREMIUM0.74×
SustainabilityBALANCE0.77×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Mexico who actively search for Role-playing games. 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 Mexico. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.

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