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.
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.
The key figures that characterise the Action games profile in Poland.
35.9% are female, 64.1% are male, average age 34.0.
| Metric | Value |
|---|---|
| Female | 35.9% |
| Male | 64.1% |
| Average age | 34.0 |
| Estimated audience size | 1,514,448 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 31% | |
| 20-29 | 24% | |
| 30-39 | 21% | |
| 40-49 | 13% | |
| 50+ | 11% |
of the worldwide Action games audience comes from Poland.
| Country | Share |
|---|---|
| United States | 14.2% |
| China | 6.8% |
| India | 6.6% |
The strongest cross-interests of the Action games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Gaming | Games | 3.27× | ||
| 02 | Roblox | Games | 2.79× | ||
| 03 | Action role-playing game | Games | 2.79× | ||
| 04 | Gaming computer | Technology & Electronics | 2.72× | ||
| 05 | Strategy games | Games | 2.71× | ||
| 06 | Gamer | Games | 2.61× | ||
| 07 | Unisex | Fashion & Accessoires | 2.61× | ||
| 08 | PC game | Games | 2.43× | ||
| 09 | Epic Games | Games | 2.39× | ||
| 10 | Counter-Strike: Global Offensive | Games | 2.31× | ||
| 11 | Massively multiplayer online role-playing games | Games | 2.27× | ||
| 12 | Massively multiplayer online games | Games | 2.26× | ||
| 13 | Discord | Internet & Social Media | 2.22× | ||
| 14 | Electronic sports | Sports | 2.22× | ||
| 15 | Dota 2 | Games | 2.15× | ||
| 16 | Mobile game | Games | 2.10× | ||
| 17 | Role-playing games | Games | 2.10× | ||
| 18 | Cookbook | Food & Beverages | 2.09× | ||
| 19 | Twitch | Games | 1.97× | ||
| 20 | Deal of the day | Shopping | 1.59× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 1.38× | |
| Travelling | THRILL | 1.11× | |
| Healthy Lifestyle | BALANCE | 1.06× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Individualism | JOY | 0.37× | |
| Price Sensitivity | PREMIUM | 0.47× | |
| Need for Security | CONSERVATISM | 0.63× |
Related profiles, rankings and the same audience in other markets.
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.
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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