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.
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.
The key figures that characterise the Role-playing games profile in Malaysia.
37.4% are female, 62.6% are male, average age 35.5.
| Metric | Value |
|---|---|
| Female | 37.4% |
| Male | 62.6% |
| Average age | 35.5 |
| Estimated audience size | 1,985,203 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 23% | |
| 20-29 | 29% | |
| 30-39 | 20% | |
| 40-49 | 15% | |
| 50+ | 13% |
of the worldwide Role-playing games audience comes from Malaysia.
| 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 | Pokémon (video game series) | Games | 6.70× | ||
| 02 | TV Tokyo | Movies & TV | 5.40× | ||
| 03 | Browser games | Games | 4.55× | ||
| 04 | One Piece | Movies & TV | 3.76× | ||
| 05 | BSN | Health | 2.99× | ||
| 06 | Magnum4D | Games | 2.88× | ||
| 07 | First-person shooter games | Games | 2.31× | ||
| 08 | Online games | Games | 1.99× | ||
| 09 | Soccer | Sports | 1.82× | ||
| 10 | Comedy movies | Movies & TV | 1.78× | ||
| 11 | Shopping | Shopping | 1.70× | ||
| 12 | Outdoor recreation | Sports | 1.64× | ||
| 13 | Pets | Pets & Animals | 1.63× | ||
| 14 | Restaurants | Food & Beverages | 1.62× | ||
| 15 | Photography | Arts & Culture | 1.60× | ||
| 16 | Southeast Asia | Travel & Leisure | 1.58× | ||
| 17 | Instant messaging | Internet & Social Media | 1.57× | ||
| 18 | Business | Business & Career | 1.56× | ||
| 19 | Entertainment | Movies & TV | 1.52× | ||
| 20 | Video | Movies & TV | 1.52× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 1.91× | |
| Need for Security | CONSERVATISM | 1.66× | |
| Individualism | JOY | 1.58× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Healthy Lifestyle | BALANCE | 0.60× | |
| Career Orientation | POWER | 0.77× | |
| Early Adopter Mentality | POWER | 0.80× |
Related profiles, rankings and the same audience in other markets.
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.
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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