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.
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.
The key figures that characterise the Epic Games profile in Poland.
29.0% are female, 71.0% are male, average age 26.3.
| Metric | Value |
|---|---|
| Female | 29.0% |
| Male | 71.0% |
| Average age | 26.3 |
| Estimated audience size | 1,846,861 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 56% | |
| 20-29 | 24% | |
| 30-39 | 14% | |
| 40-49 | 4% | |
| 50+ | 2% |
of the worldwide Epic Games audience comes from Poland.
| Country | Share |
|---|---|
| United States | 14.6% |
| Brazil | 7.8% |
| India | 4.6% |
The strongest cross-interests of the Epic Games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Rockstar Games | Games | 8.50× | ||
| 02 | Baldur's Gate 3 | Games | 7.01× | ||
| 03 | Pokémon (video game series) | Games | 5.09× | ||
| 04 | Minecraft | Games | 5.06× | ||
| 05 | Roblox | Games | 4.65× | ||
| 06 | Gaming | Games | 4.48× | ||
| 07 | World of Warcraft | Games | 3.83× | ||
| 08 | Steam | Games | 3.82× | ||
| 09 | Playstation 5 | Games | 3.79× | ||
| 10 | Fortnite | Games | 3.59× | ||
| 11 | EA Sports FC | Games | 3.47× | ||
| 12 | League of Legends | Games | 2.89× | ||
| 13 | Game consoles | Technology & Electronics | 2.86× | ||
| 14 | Twitch | Games | 2.49× | ||
| 15 | Online games | Games | 2.20× | ||
| 16 | Wisła Kraków | Sports | 2.11× | ||
| 17 | RTV Euro AGD | Shopping | 2.00× | ||
| 18 | Media Markt | Shopping | 1.90× | ||
| 19 | TikTok | Internet & Social Media | 1.68× | ||
| 20 | FC Barcelona | Sports | 1.66× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Healthy Lifestyle | BALANCE | 0.95× | |
| Social Media Usage | JOY | 0.91× | |
| Design Affinity | PREMIUM | 0.84× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Sustainability | BALANCE | 0.35× | |
| Need for Security | CONSERVATISM | 0.41× | |
| Individualism | JOY | 0.42× |
Related profiles, rankings and the same audience in other markets.
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.
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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