Rascasse Audience Intelligence

Online games Audience in Norway

A data profile of the people who buy, follow and care about Online games in Norway — modelled from more than twelve digital signal sources. Online games has an estimated audience of 702,289 people in Norway.

Online games has an estimated audience of 702,289 people in Norway. 44.0% are female, 56.0% are male, average age 42.3. Top brand affinities: CrazyGames, Biltema, Google, YouTube, Norsk Tipping.

Top brand affinities include CrazyGames, Biltema, Google, with strongest over-indexing on CrazyGames (7.98× the country average).

Demographically, the Online games audience skews more male with an average age of 42.3, and over-indexes on personality traits such as Social Media Usage, Travelling.

The typical Online games fan in Norway is more male, around 42.3 years old, with strong Social Media Usage tendencies and a notable affinity for CrazyGames.

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 2026-08-17.

Section 01

At a glance

The key figures that characterise the Online games profile in Norway.

Audience size
702K
in Norway
Gender
44.0%
56.0% male
Age
42.3
average years
Country rank
#495
Topic in Norway
Fig. 01

Search interest · 12-month trend

+42%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Online games fans

44.0% are female, 56.0% are male, average age 42.3.

Fig. 02

Gender split

44.0%
Female
56.0%
Male
Demographic split for Online games audience in Norway
MetricValue
Female44.0%
Male56.0%
Average age42.3
Estimated audience size702,289
Fig. 03

Age distribution

Ø 42.3
average years
Age distribution of the Online games audience in Norway
Age bracketShare%
16-1914%
20-2918%
30-3918%
40-4921%
50+29%
Fig. 04

Worldwide distribution

0.3%

of the worldwide Online games audience comes from Norway.

Worldwide audience distribution share by country for Online games
CountryShare
United States16.9%
India4.9%
Japan4.6%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Online games audience
#·InterestCategoryAffinity×
01CrazyGamesGames7.98×
02Massively multiplayer online role-playing gamesGames6.48×
03Massively multiplayer online gamesGames6.46×
04Crazy GamesGames5.29×
05Strategy gamesGames5.00×
06Action gamesGames4.91×
07Card gamesGames4.51×
08First-person shooter gamesGames3.99×
09Video gamesGames2.22×
10TVMovies & TV1.87×
11TelevisionsTechnology & Electronics1.86×
12BiltemaBusiness & Career1.80×
13GoogleInternet & Social Media1.79×
14SoftwareTechnology & Electronics1.71×
15Mobile phonesTechnology & Electronics1.69×
16YouTubeMovies & TV1.68×
17Norsk TippingGames1.68×
18FacebookInternet & Social Media1.62×
19GamesGames1.62×
20Politics and social issuesPolitics & Society1.59×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Online 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 Online games audience · What stands out
TraitClusterDeviationScore
Social Media UsageJOY0.98×
TravellingTHRILL0.60×
PatriotismCONSERVATISM0.46×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Online games audience · Rather not
TraitClusterDeviationScore
Early Adopter MentalityPOWER0.22×
PatriotismCONSERVATISM0.46×
TravellingTHRILL0.60×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Norway who actively search for Online 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 Norway. 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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