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.
The key figures that characterise the Role-playing games profile in Mexico.
37.6% are female, 62.4% are male, average age 31.0.
| Metric | Value |
|---|---|
| Female | 37.6% |
| Male | 62.4% |
| Average age | 31.0 |
| Estimated audience size | 4,103,105 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 41% | |
| 20-29 | 23% | |
| 30-39 | 17% | |
| 40-49 | 12% | |
| 50+ | 7% |
of the worldwide Role-playing games audience comes from Mexico.
| Country | Share |
|---|---|
| United States | 16.9% |
| China | 7.7% |
| Japan | 7.2% |
The strongest cross-interests of the Role-playing games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | ANIMEFLV | Internet & Social Media | 2.84× | ||
| 02 | Pokémon (video game series) | Games | 2.48× | ||
| 03 | Minecraft | Games | 2.40× | ||
| 04 | Video game culture | Games | 2.38× | ||
| 05 | Crunchyroll | Games | 2.21× | ||
| 06 | Creative Commons | Technology & Electronics | 2.16× | ||
| 07 | Roblox | Games | 2.15× | ||
| 08 | Epic Games | Games | 2.06× | ||
| 09 | Massively multiplayer online games | Games | 2.01× | ||
| 10 | YouTube Music | Internet & Social Media | 1.99× | ||
| 11 | Massively multiplayer online role-playing games | Games | 1.98× | ||
| 12 | Tabletop game | Games | 1.95× | ||
| 13 | Anime and manga fandom | Literature | 1.95× | ||
| 14 | Twitch | Games | 1.88× | ||
| 15 | Board games | Games | 1.80× | ||
| 16 | Japanese popular culture | Travel & Leisure | 1.73× | ||
| 17 | Fortnite | Games | 1.72× | ||
| 18 | Gamer | Games | 1.62× | ||
| 19 | Xbox | Games | 1.56× | ||
| 20 | Stitch! | Movies & TV | 1.53× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.29× | |
| Social Media Usage | JOY | 1.16× | |
| Tradition | CONSERVATISM | 1.06× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.71× | |
| Price Sensitivity | PREMIUM | 0.74× | |
| Sustainability | BALANCE | 0.77× |
Related profiles, rankings and the same audience in other markets.
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.
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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