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.
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.
The key figures that characterise the Puzzle video games profile in Malaysia.
48.5% are female, 51.5% are male, average age 38.6.
| Metric | Value |
|---|---|
| Female | 48.5% |
| Male | 51.5% |
| Average age | 38.6 |
| Estimated audience size | 1,966,318 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 15% | |
| 20-29 | 27% | |
| 30-39 | 24% | |
| 40-49 | 19% | |
| 50+ | 16% |
of the worldwide Puzzle video games audience comes from Malaysia.
| Country | Share |
|---|---|
| United States | 17.4% |
| India | 5.0% |
| Brazil | 4.7% |
The strongest cross-interests of the Puzzle video games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Magnum4D | Games | 2.42× | ||
| 02 | BSN | Health | 2.30× | ||
| 03 | Child | Kids & Family | 1.94× | ||
| 04 | TV | Movies & TV | 1.81× | ||
| 05 | Shopping | Shopping | 1.74× | ||
| 06 | Nature | Home & Garden | 1.74× | ||
| 07 | Malaysian language | Politics & Society | 1.69× | ||
| 08 | Photography | Arts & Culture | 1.69× | ||
| 09 | Instant messaging | Internet & Social Media | 1.65× | ||
| 10 | Outdoor recreation | Sports | 1.64× | ||
| 11 | Education | Business & Career | 1.63× | ||
| 12 | Televisions | Technology & Electronics | 1.63× | ||
| 13 | Mobile app | Technology & Electronics | 1.62× | ||
| 14 | Monarchy | Politics & Society | 1.58× | ||
| 15 | Southeast Asia | Travel & Leisure | 1.57× | ||
| 16 | Pets | Pets & Animals | 1.57× | ||
| 17 | Business | Business & Career | 1.56× | ||
| 18 | Design | Home & Garden | 1.56× | ||
| 19 | Telegram | Internet & Social Media | 1.54× | ||
| 20 | Asia | Travel & Leisure | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Individualism | JOY | 2.29× | |
| Early Adopter Mentality | POWER | 2.04× | |
| Design Affinity | PREMIUM | 2.01× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Healthy Lifestyle | BALANCE | 1.05× | |
| Price Sensitivity | PREMIUM | 1.12× | |
| Family Orientation | CONSERVATISM | 1.28× |
Related profiles, rankings and the same audience in other markets.
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.
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.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.