Rascasse Audience Intelligence

Fortnite Audience in Poland

A data profile of the people who buy, follow and care about Fortnite in Poland — modelled from more than twelve digital signal sources. Fortnite has an estimated audience of 1,442,710 people in Poland.

#1among Shooter in Poland
#8among Video / Board Game in Poland
#27in Games

Fortnite has an estimated audience of 1,442,710 people in Poland. 39.1% are female, 60.9% are male, average age 28.9. Top brand affinities: TikTok, Twitch, Gaming computer, Mobile game, Gamer.

Top brand affinities include TikTok, Twitch, Gaming computer, with strongest over-indexing on TikTok (2.0× the country average).

Demographically, the Fortnite audience skews more male with an average age of 28.9, and over-indexes on personality traits such as Patriotism, Design Affinity.

The typical Fortnite fan in Poland is more male, around 28.9 years old, with strong Patriotism tendencies and a notable affinity for TikTok.

Category: Games · Type: Video / Board Game · Subtype: Shooter

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 Fortnite profile in Poland.

Audience size
1.4M
in Poland
Gender
39.1%
60.9% male
Age
28.9
average years
Country rank
#1124
Video / Board Game in Poland
Fig. 01

Search interest · 12-month trend

-60%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Fortnite fans

39.1% are female, 60.9% are male, average age 28.9.

Fig. 02

Gender split

39.1%
Female
60.9%
Male
Demographic split for Fortnite audience in Poland
MetricValue
Female39.1%
Male60.9%
Average age28.9
Estimated audience size1,442,710
Fig. 03

Age distribution

Ø 28.9
average years
Age distribution of the Fortnite audience in Poland
Age bracketShare%
16-1944%
20-2928%
30-3916%
40-498%
50+4%
Fig. 04

Worldwide distribution

1.4%

of the worldwide Fortnite audience comes from Poland.

Worldwide audience distribution share by country for Fortnite
CountryShare
United States20.0%
India6.5%
China6.4%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Fortnite audience
#·InterestCategoryAffinity×
01GamingGames5.39×
02Gaming computerTechnology & Electronics4.97×
03DiscordInternet & Social Media3.96×
04Electronic sportsSports3.96×
05Counter-Strike: Global OffensiveGames3.71×
06GamerGames3.63×
07Dota 2Games3.58×
08PC gameGames3.48×
09UnisexFashion & Accessoires3.27×
10TwitchGames3.22×
11Deal of the dayShopping2.86×
12Mobile gameGames2.81×
13Personal computerTechnology & Electronics2.79×
14Epic GamesGames2.67×
15Massively multiplayer online gamesGames2.47×
16CookbookFood & Beverages2.37×
17TikTokInternet & Social Media2.00×
18Game consolesTechnology & Electronics1.92×
19UEFA Champions LeagueSports1.58×
20Online gamesGames1.56×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Fortnite 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 Fortnite audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM1.60×
Design AffinityPREMIUM0.97×
Social Media UsageJOY0.96×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Fortnite audience · Rather not
TraitClusterDeviationScore
Quality AwarenessPREMIUM0.37×
IndividualismJOY0.41×
Need for SecurityCONSERVATISM0.52×
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 Fortnite. 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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