Rascasse Audience Intelligence

Puzzle video games Audience in Malaysia

A data profile of the people who buy, follow and care about Puzzle video games in Malaysia — modelled from more than twelve digital signal sources. Puzzle video games has an estimated audience of 1,966,318 people in Malaysia.

#7among Gaming genre in Malaysia
#511among Topic in Malaysia
#14in Games

Puzzle video games has an estimated audience of 1,966,318 people in Malaysia. 48.5% are female, 51.5% are male, average age 38.6. Top brand affinities: BSN, Shopping, TV, Child, Malaysian language.

Top brand affinities include BSN, Shopping, TV, with strongest over-indexing on BSN (2.3× the country average).

Demographically, the Puzzle video games audience skews balanced with an average age of 38.6, and over-indexes on personality traits such as Individualism, Early Adopter Mentality.

The typical Puzzle video games fan in Malaysia is balanced, around 38.6 years old, with strong Individualism tendencies and a notable affinity for BSN.

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 2026-08-18.

Section 01

At a glance

The key figures that characterise the Puzzle video games profile in Malaysia.

Audience size
2M
in Malaysia
Gender
48.5%
51.5% male
Age
38.6
average years
Country rank
#670
Topic in Malaysia
Fig. 01

Search interest · 12-month trend

-5%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Puzzle video games fans

48.5% are female, 51.5% are male, average age 38.6.

Fig. 02

Gender split

48.5%
Female
51.5%
Male
Demographic split for Puzzle video games audience in Malaysia
MetricValue
Female48.5%
Male51.5%
Average age38.6
Estimated audience size1,966,318
Fig. 03

Age distribution

Ø 38.6
average years
Age distribution of the Puzzle video games audience in Malaysia
Age bracketShare%
16-1915%
20-2927%
30-3924%
40-4919%
50+16%
Fig. 04

Worldwide distribution

1.2%

of the worldwide Puzzle video games audience comes from Malaysia.

Worldwide audience distribution share by country for Puzzle video games
CountryShare
United States17.4%
India5.0%
Brazil4.7%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Puzzle video games audience
#·InterestCategoryAffinity×
01Magnum4DGames2.42×
02BSNHealth2.30×
03ChildKids & Family1.94×
04TVMovies & TV1.81×
05ShoppingShopping1.74×
06NatureHome & Garden1.74×
07Malaysian languagePolitics & Society1.69×
08PhotographyArts & Culture1.69×
09Instant messagingInternet & Social Media1.65×
10Outdoor recreationSports1.64×
11EducationBusiness & Career1.63×
12TelevisionsTechnology & Electronics1.63×
13Mobile appTechnology & Electronics1.62×
14MonarchyPolitics & Society1.58×
15Southeast AsiaTravel & Leisure1.57×
16PetsPets & Animals1.57×
17BusinessBusiness & Career1.56×
18DesignHome & Garden1.56×
19TelegramInternet & Social Media1.54×
20AsiaTravel & Leisure1.50×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Puzzle video 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 Puzzle video games audience · What stands out
TraitClusterDeviationScore
IndividualismJOY2.29×
Early Adopter MentalityPOWER2.04×
Design AffinityPREMIUM2.01×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Puzzle video games audience · Rather not
TraitClusterDeviationScore
Healthy LifestyleBALANCE1.05×
Price SensitivityPREMIUM1.12×
Family OrientationCONSERVATISM1.28×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Malaysia who actively search for Puzzle video 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 Malaysia. 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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