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.
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.
The key figures that characterise the Gamer profile in Poland.
37.3% are female, 62.7% are male, average age 32.5.
| Metric | Value |
|---|---|
| Female | 37.3% |
| Male | 62.7% |
| Average age | 32.5 |
| Estimated audience size | 1,963,169 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 36% | |
| 20-29 | 24% | |
| 30-39 | 17% | |
| 40-49 | 11% | |
| 50+ | 11% |
of the worldwide Gamer audience comes from Poland.
| Country | Share |
|---|---|
| United States | 16.6% |
| India | 7.0% |
| China | 6.6% |
The strongest cross-interests of the Gamer audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Dota 2 | Games | 4.21× | ||
| 02 | Counter-Strike: Global Offensive | Games | 3.87× | ||
| 03 | Electronic sports | Sports | 3.81× | ||
| 04 | Fortnite | Games | 3.63× | ||
| 05 | PlayStation Store | Games | 3.55× | ||
| 06 | Epic Games | Games | 2.79× | ||
| 07 | Call of Duty | Games | 2.72× | ||
| 08 | Action games | Games | 2.61× | ||
| 09 | Steam | Games | 2.36× | ||
| 10 | Role-playing games | Games | 2.28× | ||
| 11 | Online games | Games | 2.27× | ||
| 12 | First-person shooter games | Games | 2.12× | ||
| 13 | Computer monitors | Technology & Electronics | 2.02× | ||
| 14 | Twitch | Games | 2.00× | ||
| 15 | Computer hardware | Technology & Electronics | 1.89× | ||
| 16 | Manchester United F.C. | Sports | 1.75× | ||
| 17 | Business class | Travel & Leisure | 1.72× | ||
| 18 | Streetwear | Fashion & Accessoires | 1.62× | ||
| 19 | Internet & Social Media | 1.62× | |||
| 20 | UEFA Champions League | Sports | 1.59× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.31× | |
| Risk Appetite | THRILL | 1.27× | |
| Social Media Usage | JOY | 1.18× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.56× | |
| Design Affinity | PREMIUM | 0.69× | |
| Sustainability | BALANCE | 0.72× |
Related profiles, rankings and the same audience in other markets.
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.
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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