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.
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.
The key figures that characterise the Fortnite profile in Poland.
39.1% are female, 60.9% are male, average age 28.9.
| Metric | Value |
|---|---|
| Female | 39.1% |
| Male | 60.9% |
| Average age | 28.9 |
| Estimated audience size | 1,442,710 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 44% | |
| 20-29 | 28% | |
| 30-39 | 16% | |
| 40-49 | 8% | |
| 50+ | 4% |
of the worldwide Fortnite audience comes from Poland.
| Country | Share |
|---|---|
| United States | 20.0% |
| India | 6.5% |
| China | 6.4% |
The strongest cross-interests of the Fortnite audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Gaming | Games | 5.39× | ||
| 02 | Gaming computer | Technology & Electronics | 4.97× | ||
| 03 | Discord | Internet & Social Media | 3.96× | ||
| 04 | Electronic sports | Sports | 3.96× | ||
| 05 | Counter-Strike: Global Offensive | Games | 3.71× | ||
| 06 | Gamer | Games | 3.63× | ||
| 07 | Dota 2 | Games | 3.58× | ||
| 08 | PC game | Games | 3.48× | ||
| 09 | Unisex | Fashion & Accessoires | 3.27× | ||
| 10 | Twitch | Games | 3.22× | ||
| 11 | Deal of the day | Shopping | 2.86× | ||
| 12 | Mobile game | Games | 2.81× | ||
| 13 | Personal computer | Technology & Electronics | 2.79× | ||
| 14 | Epic Games | Games | 2.67× | ||
| 15 | Massively multiplayer online games | Games | 2.47× | ||
| 16 | Cookbook | Food & Beverages | 2.37× | ||
| 17 | TikTok | Internet & Social Media | 2.00× | ||
| 18 | Game consoles | Technology & Electronics | 1.92× | ||
| 19 | UEFA Champions League | Sports | 1.58× | ||
| 20 | Online games | Games | 1.56× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.60× | |
| Design Affinity | PREMIUM | 0.97× | |
| Social Media Usage | JOY | 0.96× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.37× | |
| Individualism | JOY | 0.41× | |
| Need for Security | CONSERVATISM | 0.52× |
Related profiles, rankings and the same audience in other markets.
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.
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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