A data profile of the people who buy, follow and care about Roblox in Norway — modelled from more than twelve digital signal sources. Roblox has an estimated audience of 151,954 people in Norway.
Roblox has an estimated audience of 151,954 people in Norway. 47.2% are female, 52.8% are male, average age 35.8. Top brand affinities: CapCut, Skibidi Toilet, Among Us, Fallout (series), Axie Infinity.
Top brand affinities include CapCut, Skibidi Toilet, Among Us, with strongest over-indexing on CapCut (59.84× the country average).
Demographically, the Roblox audience skews balanced with an average age of 35.8, and over-indexes on personality traits such as Social Media Usage, Urban Lifestyle.
The typical Roblox fan in Norway is balanced, around 35.8 years old, with strong Social Media Usage tendencies and a notable affinity for CapCut.
The key figures that characterise the Roblox profile in Norway.
47.2% are female, 52.8% are male, average age 35.8.
| Metric | Value |
|---|---|
| Female | 47.2% |
| Male | 52.8% |
| Average age | 35.8 |
| Estimated audience size | 151,954 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 33% | |
| 20-29 | 21% | |
| 30-39 | 12% | |
| 40-49 | 13% | |
| 50+ | 21% |
of the worldwide Roblox audience comes from Norway.
| Country | Share |
|---|---|
| United States | 10.2% |
| Peru | 8.8% |
| Philippines | 6.3% |
The strongest cross-interests of the Roblox audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | CapCut | Technology & Electronics | 59.84× | ||
| 02 | Axie Infinity | Games | 59.84× | ||
| 03 | ALTF4 | Games | 59.84× | ||
| 04 | Panda Pop | Games | 48.86× | ||
| 05 | Astroneer | Games | 24.47× | ||
| 06 | Among Us | Games | 24.07× | ||
| 07 | Skibidi Toilet | Internet & Social Media | 23.72× | ||
| 08 | Fallout (series) | Games | 20.98× | ||
| 09 | Angry Birds | Games | 15.52× | ||
| 10 | The Sims | Games | 13.36× | ||
| 11 | North Korea | Travel & Leisure | 13.17× | ||
| 12 | Minecraft | Games | 8.43× | ||
| 13 | TikTok | Internet & Social Media | 2.74× | ||
| 14 | Google Maps | Internet & Social Media | 2.08× | ||
| 15 | NAV | Music & Radio | 2.07× | ||
| 16 | Internet & Social Media | 2.04× | |||
| 17 | Chat GPT | Technology & Electronics | 1.85× | ||
| 18 | Eliteserien | Sports | 1.81× | ||
| 19 | Biltema | Business & Career | 1.62× | ||
| 20 | Norsk Tipping | Games | 1.57× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.82× | |
| Urban Lifestyle | OPEN | 1.71× | |
| Spirituality | BALANCE | 1.70× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.90× | |
| Creativity | OPEN | 1.05× | |
| Family Orientation | CONSERVATISM | 1.06× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Norway who actively search for Roblox. 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 Norway. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.
Source: Rascasse Audience Intelligence — modeled from anonymized, multi-source behavioral signals (search, social, events), updated monthly. Data status: 09/2026.
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