A data profile of the people who buy, follow and care about Counter-Strike: Global Offensive in Poland — modelled from more than twelve digital signal sources. Counter-Strike: Global Offensive has an estimated audience of 1,386,909 people in Poland.
Counter-Strike: Global Offensive has an estimated audience of 1,386,909 people in Poland. 40.2% are female, 59.8% are male, average age 27.9. Top brand affinities: Dota 2, TikTok, First-person shooter games, Twitch, Discord.
Top brand affinities include Dota 2, TikTok, First-person shooter games, with strongest over-indexing on Dota 2 (9.74× the country average).
Demographically, the Counter-Strike: Global Offensive audience skews more male with an average age of 27.9, and over-indexes on personality traits such as Patriotism, Social Media Usage.
The typical Counter-Strike: Global Offensive fan in Poland is more male, around 27.9 years old, with strong Patriotism tendencies and a notable affinity for Dota 2.
The key figures that characterise the Counter-Strike: Global Offensive profile in Poland.
40.2% are female, 59.8% are male, average age 27.9.
| Metric | Value |
|---|---|
| Female | 40.2% |
| Male | 59.8% |
| Average age | 27.9 |
| Estimated audience size | 1,386,909 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 48% | |
| 20-29 | 29% | |
| 30-39 | 14% | |
| 40-49 | 7% | |
| 50+ | 3% |
of the worldwide Counter-Strike: Global Offensive audience comes from Poland.
| Country | Share |
|---|---|
| United States | 20.5% |
| Germany | 7.0% |
| Brazil | 6.4% |
The strongest cross-interests of the Counter-Strike: Global Offensive audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Dota 2 | Games | 9.74× | ||
| 02 | PC game | Games | 6.71× | ||
| 03 | Discord | Internet & Social Media | 6.56× | ||
| 04 | Electronic sports | Sports | 6.56× | ||
| 05 | G2A | Shopping | 5.81× | ||
| 06 | First-person shooter games | Games | 5.23× | ||
| 07 | Twitch | Games | 4.94× | ||
| 08 | Graphics processing unit | Technology & Electronics | 4.68× | ||
| 09 | Epic Games | Games | 4.28× | ||
| 10 | Roblox | Games | 4.11× | ||
| 11 | Online games | Games | 4.08× | ||
| 12 | Gamer | Games | 3.87× | ||
| 13 | Deal of the day | Shopping | 3.79× | ||
| 14 | League of Legends | Games | 3.66× | ||
| 15 | Mobile game | Games | 3.53× | ||
| 16 | TikTok | Internet & Social Media | 2.73× | ||
| 17 | Video games | Games | 2.34× | ||
| 18 | Soccer | Sports | 2.14× | ||
| 19 | FC Barcelona | Sports | 1.79× | ||
| 20 | Reading | Literature | 1.70× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 2.17× | |
| Social Media Usage | JOY | 1.21× | |
| Healthy Lifestyle | BALANCE | 1.16× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.23× | |
| Individualism | JOY | 0.33× | |
| Sustainability | BALANCE | 0.62× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Poland who actively search for Counter-Strike: Global Offensive. 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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