Rascasse Audience Intelligence

Role-playing games Audience in Malaysia

A data profile of the people who buy, follow and care about Role-playing games in Malaysia — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 1,985,203 people in Malaysia.

#6among Gaming genre in Malaysia
#502among Topic in Malaysia
#13in Games

Role-playing games has an estimated audience of 1,985,203 people in Malaysia. 37.4% are female, 62.6% are male, average age 35.5. Top brand affinities: BSN, Magnum4D, Shopping, Pokémon (video game series), TV Tokyo.

Top brand affinities include BSN, Magnum4D, Shopping, with strongest over-indexing on BSN (2.99× the country average).

Demographically, the Role-playing games audience skews more male with an average age of 35.5, and over-indexes on personality traits such as Design Affinity, Need for Security.

The typical Role-playing games fan in Malaysia is more male, around 35.5 years old, with strong Design Affinity 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 Role-playing games profile in Malaysia.

Audience size
2M
in Malaysia
Gender
37.4%
62.6% male
Age
35.5
average years
Country rank
#659
Topic in Malaysia
Fig. 01

Search interest · 12-month trend

-32%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Role-playing games fans

37.4% are female, 62.6% are male, average age 35.5.

Fig. 02

Gender split

37.4%
Female
62.6%
Male
Demographic split for Role-playing games audience in Malaysia
MetricValue
Female37.4%
Male62.6%
Average age35.5
Estimated audience size1,985,203
Fig. 03

Age distribution

Ø 35.5
average years
Age distribution of the Role-playing games audience in Malaysia
Age bracketShare%
16-1923%
20-2929%
30-3920%
40-4915%
50+13%
Fig. 04

Worldwide distribution

1.1%

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

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×
01Pokémon (video game series)Games6.70×
02TV TokyoMovies & TV5.40×
03Browser gamesGames4.55×
04One PieceMovies & TV3.76×
05BSNHealth2.99×
06Magnum4DGames2.88×
07First-person shooter gamesGames2.31×
08Online gamesGames1.99×
09SoccerSports1.82×
10Comedy moviesMovies & TV1.78×
11ShoppingShopping1.70×
12Outdoor recreationSports1.64×
13PetsPets & Animals1.63×
14RestaurantsFood & Beverages1.62×
15PhotographyArts & Culture1.60×
16Southeast AsiaTravel & Leisure1.58×
17Instant messagingInternet & Social Media1.57×
18BusinessBusiness & Career1.56×
19EntertainmentMovies & TV1.52×
20VideoMovies & TV1.52×
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
Design AffinityPREMIUM1.91×
Need for SecurityCONSERVATISM1.66×
IndividualismJOY1.58×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Role-playing games audience · Rather not
TraitClusterDeviationScore
Healthy LifestyleBALANCE0.60×
Career OrientationPOWER0.77×
Early Adopter MentalityPOWER0.80×
1.00× baseline
Appendix

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Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in Malaysia 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 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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