Rascasse Audience Intelligence

Epic Games Target Market in Poland

A data profile of the people who buy, follow and care about Epic Games in Poland — modelled from more than twelve digital signal sources. Epic Games has an estimated audience of 1,846,861 people in Poland.

#85among Brand in Poland
#17in Games

Epic Games has an estimated audience of 1,846,861 people in Poland. 29.0% are female, 71.0% are male, average age 26.3. Top brand affinities: Steam, TikTok, Roblox, RTV Euro AGD, Baldur's Gate 3.

Top brand affinities include Steam, TikTok, Roblox, with strongest over-indexing on Steam (3.82× the country average).

Demographically, the Epic Games audience skews more male with an average age of 26.3, and over-indexes on personality traits such as Healthy Lifestyle, Social Media Usage.

The typical Epic Games fan in Poland is more male, around 26.3 years old, with strong Healthy Lifestyle tendencies and a notable affinity for Steam.

Category: Games · Type: Brand

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 Epic Games profile in Poland.

Audience size
1.8M
in Poland
Gender
29.0%
71.0% male
Age
26.3
average years
Country rank
#793
Brand in Poland
Fig. 01

Search interest · 12-month trend

-20%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of Epic Games

29.0% are female, 71.0% are male, average age 26.3.

Fig. 02

Gender split

29.0%
Female
71.0%
Male
Demographic split for Epic Games audience in Poland
MetricValue
Female29.0%
Male71.0%
Average age26.3
Estimated audience size1,846,861
Fig. 03

Age distribution

Ø 26.3
average years
Age distribution of the Epic Games audience in Poland
Age bracketShare%
16-1956%
20-2924%
30-3914%
40-494%
50+2%
Fig. 04

Worldwide distribution

2.3%

of the worldwide Epic Games audience comes from Poland.

Worldwide audience distribution share by country for Epic Games
CountryShare
United States14.6%
Brazil7.8%
India4.6%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Epic Games audience
#·InterestCategoryAffinity×
01Rockstar GamesGames8.50×
02Baldur's Gate 3Games7.01×
03Pokémon (video game series)Games5.09×
04MinecraftGames5.06×
05RobloxGames4.65×
06GamingGames4.48×
07World of WarcraftGames3.83×
08SteamGames3.82×
09Playstation 5Games3.79×
10FortniteGames3.59×
11EA Sports FCGames3.47×
12League of LegendsGames2.89×
13Game consolesTechnology & Electronics2.86×
14TwitchGames2.49×
15Online gamesGames2.20×
16Wisła KrakówSports2.11×
17RTV Euro AGDShopping2.00×
18Media MarktShopping1.90×
19TikTokInternet & Social Media1.68×
20FC BarcelonaSports1.66×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Epic 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 Epic Games audience · What stands out
TraitClusterDeviationScore
Healthy LifestyleBALANCE0.95×
Social Media UsageJOY0.91×
Design AffinityPREMIUM0.84×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Epic Games audience · Rather not
TraitClusterDeviationScore
SustainabilityBALANCE0.35×
Need for SecurityCONSERVATISM0.41×
IndividualismJOY0.42×
1.00× baseline
Appendix

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Related profiles, rankings and the same audience in other markets.

How to read this data

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