Rascasse Audience Intelligence

Action games Audience in Poland

A data profile of the people who buy, follow and care about Action games in Poland — modelled from more than twelve digital signal sources. Action games has an estimated audience of 1,514,448 people in Poland.

#7among Gaming genre in Poland
#711among Topic in Poland
#22in Games

Action games has an estimated audience of 1,514,448 people in Poland. 35.9% are female, 64.1% are male, average age 34.0. Top brand affinities: Mobile game, Gamer, Twitch, Roblox, Epic Games.

Top brand affinities include Mobile game, Gamer, Twitch, with strongest over-indexing on Mobile game (2.1× the country average).

Demographically, the Action games audience skews more male with an average age of 34.0, and over-indexes on personality traits such as Design Affinity, Travelling.

The typical Action games fan in Poland is more male, around 34.0 years old, with strong Design Affinity tendencies and a notable affinity for Mobile game.

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 Action games profile in Poland.

Audience size
1.5M
in Poland
Gender
35.9%
64.1% male
Age
34.0
average years
Country rank
#1050
Topic in Poland
Fig. 01

Search interest · 12-month trend

-4%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Action games fans

35.9% are female, 64.1% are male, average age 34.0.

Fig. 02

Gender split

35.9%
Female
64.1%
Male
Demographic split for Action games audience in Poland
MetricValue
Female35.9%
Male64.1%
Average age34.0
Estimated audience size1,514,448
Fig. 03

Age distribution

Ø 34.0
average years
Age distribution of the Action games audience in Poland
Age bracketShare%
16-1931%
20-2924%
30-3921%
40-4913%
50+11%
Fig. 04

Worldwide distribution

1.0%

of the worldwide Action games audience comes from Poland.

Worldwide audience distribution share by country for Action games
CountryShare
United States14.2%
China6.8%
India6.6%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Action games audience
#·InterestCategoryAffinity×
01GamingGames3.27×
02RobloxGames2.79×
03Action role-playing gameGames2.79×
04Gaming computerTechnology & Electronics2.72×
05Strategy gamesGames2.71×
06GamerGames2.61×
07UnisexFashion & Accessoires2.61×
08PC gameGames2.43×
09Epic GamesGames2.39×
10Counter-Strike: Global OffensiveGames2.31×
11Massively multiplayer online role-playing gamesGames2.27×
12Massively multiplayer online gamesGames2.26×
13DiscordInternet & Social Media2.22×
14Electronic sportsSports2.22×
15Dota 2Games2.15×
16Mobile gameGames2.10×
17Role-playing gamesGames2.10×
18CookbookFood & Beverages2.09×
19TwitchGames1.97×
20Deal of the dayShopping1.59×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Action 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 Action games audience · What stands out
TraitClusterDeviationScore
Design AffinityPREMIUM1.38×
TravellingTHRILL1.11×
Healthy LifestyleBALANCE1.06×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Action games audience · Rather not
TraitClusterDeviationScore
IndividualismJOY0.37×
Price SensitivityPREMIUM0.47×
Need for SecurityCONSERVATISM0.63×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Poland who actively search for Action 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 Poland. 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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