Rascasse Audience Intelligence

League of Legends Audience in Poland

A data profile of the people who buy, follow and care about League of Legends in Poland — modelled from more than twelve digital signal sources. League of Legends has an estimated audience of 2,353,369 people in Poland.

#1among Online game in Poland
#2among Video / Board Game in Poland
#11in Games

League of Legends has an estimated audience of 2,353,369 people in Poland. 39.2% are female, 60.8% are male, average age 27.9. Top brand affinities: Super Express, Office 365, Roblox, Plus-size clothing, Vendor.

Top brand affinities include Super Express, Office 365, Roblox, with strongest over-indexing on Super Express (1.78× the country average).

Demographically, the League of Legends audience skews more male with an average age of 27.9, and over-indexes on personality traits such as Individualism, Quality Awareness.

The typical League of Legends fan in Poland is more male, around 27.9 years old, with strong Individualism tendencies and a notable affinity for Super Express.

Category: Games · Type: Video / Board Game · Subtype: Online game

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 League of Legends profile in Poland.

Audience size
2.4M
in Poland
Gender
39.2%♀
60.8% male
Age
27.9
average years
Country rank
#560
Video / Board Game in Poland
Fig. 01

Search interest · 12-month trend

-2%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of League of Legends fans

39.2% are female, 60.8% are male, average age 27.9.

Fig. 02

Gender split

39.2%
Female
60.8%
Male
Demographic split for League of Legends audience in Poland
MetricValue
Female39.2%
Male60.8%
Average age27.9
Estimated audience size2,353,369
Fig. 03

Age distribution

Ø 27.9
average years
Age distribution of the League of Legends audience in Poland
Age bracketShare%
16-1949%
20-2927%
30-3913%
40-497%
50+4%
Fig. 04

Worldwide distribution

2.9%

of the worldwide League of Legends audience comes from Poland.

Worldwide audience distribution share by country for League of Legends
CountryShare
United States18.0%
China8.4%
Brazil6.3%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for League of Legends audience
#·InterestCategoryAffinity×
01Big beatMusic & Radio2.67×
02Baldur's Gate 3Games2.36×
03ZorroLiterature2.31×
04GreetingKids & Family2.27×
05VendorBusiness & Career2.15×
06TableclothHome & Garden2.13×
07Anna JantarMusic & Radio2.08×
08Macaulay CulkinMovies & TV2.01×
09RobloxGames1.99×
10BonprixShopping1.82×
11Super ExpressNews1.78×
12GitHubInternet & Social Media1.77×
13Office 365Technology & Electronics1.72×
14Plus-size clothingFashion & Accessoires1.70×
15CurtainHome & Garden1.66×
16MSNNews1.59×
17CholesterolFood & Beverages1.56×
18Na dobre i na złeMovies & TV1.56×
19RoseHome & Garden1.52×
20Stuffed toyKids & Family1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the League of Legends 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 League of Legends audience · What stands out
TraitClusterDeviationScore
IndividualismJOY1.12×
Quality AwarenessPREMIUM0.98×
Need for SecurityCONSERVATISM0.90×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Top personality traits over-indexed by League of Legends audience · Rather not
TraitClusterDeviationScore
PatriotismCONSERVATISM0.48×
SustainabilityBALANCE0.53×
Healthy LifestyleBALANCE0.59×
0×1.00× baseline2×
Appendix

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How to read this data

Audience size is the estimated number of people in Poland who actively search for League of Legends. 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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