Rascasse Audience Intelligence

Gamer Audience in Poland

A data profile of the people who buy, follow and care about Gamer in Poland — modelled from more than twelve digital signal sources. Gamer has an estimated audience of 1,963,169 people in Poland.

#476among Topic in Poland
#14in Games

Gamer has an estimated audience of 1,963,169 people in Poland. 37.3% are female, 62.7% are male, average age 32.5. Top brand affinities: Dota 2, Counter-Strike: Global Offensive, Fortnite, Online games, Electronic sports.

Top brand affinities include Dota 2, Counter-Strike: Global Offensive, Fortnite, with strongest over-indexing on Dota 2 (4.21× the country average).

Demographically, the Gamer audience skews more male with an average age of 32.5, and over-indexes on personality traits such as Early Adopter Mentality, Risk Appetite.

The typical Gamer fan in Poland is more male, around 32.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Dota 2.

Category: Games · Type: Topic

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 Gamer profile in Poland.

Audience size
2M
in Poland
Gender
37.3%
62.7% male
Age
32.5
average years
Country rank
#717
Topic in Poland
Fig. 01

Search interest · 12-month trend

-21%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Gamer fans

37.3% are female, 62.7% are male, average age 32.5.

Fig. 02

Gender split

37.3%
Female
62.7%
Male
Demographic split for Gamer audience in Poland
MetricValue
Female37.3%
Male62.7%
Average age32.5
Estimated audience size1,963,169
Fig. 03

Age distribution

Ø 32.5
average years
Age distribution of the Gamer audience in Poland
Age bracketShare%
16-1936%
20-2924%
30-3917%
40-4911%
50+11%
Fig. 04

Worldwide distribution

0.9%

of the worldwide Gamer audience comes from Poland.

Worldwide audience distribution share by country for Gamer
CountryShare
United States16.6%
India7.0%
China6.6%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Gamer audience
#·InterestCategoryAffinity×
01Dota 2Games4.21×
02Counter-Strike: Global OffensiveGames3.87×
03Electronic sportsSports3.81×
04FortniteGames3.63×
05PlayStation StoreGames3.55×
06Epic GamesGames2.79×
07Call of DutyGames2.72×
08Action gamesGames2.61×
09SteamGames2.36×
10Role-playing gamesGames2.28×
11Online gamesGames2.27×
12First-person shooter gamesGames2.12×
13Computer monitorsTechnology & Electronics2.02×
14TwitchGames2.00×
15Computer hardwareTechnology & Electronics1.89×
16Manchester United F.C.Sports1.75×
17Business classTravel & Leisure1.72×
18StreetwearFashion & Accessoires1.62×
19RedditInternet & Social Media1.62×
20UEFA Champions LeagueSports1.59×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Gamer 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 Gamer audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.31×
Risk AppetiteTHRILL1.27×
Social Media UsageJOY1.18×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Gamer audience · Rather not
TraitClusterDeviationScore
CreativityOPEN0.56×
Design AffinityPREMIUM0.69×
SustainabilityBALANCE0.72×
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 Gamer. 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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