A data profile of the people who buy, follow and care about PC game in Poland — modelled from more than twelve digital signal sources. PC game has an estimated audience of 1,479,366 people in Poland.
PC game has an estimated audience of 1,479,366 people in Poland. 40.5% are female, 59.5% are male, average age 30.4. Top brand affinities: Counter-Strike: Global Offensive, Dota 2, Electronic sports, Major League Gaming, Business class.
Top brand affinities include Counter-Strike: Global Offensive, Dota 2, Electronic sports, with strongest over-indexing on Counter-Strike: Global Offensive (6.71× the country average).
Demographically, the PC game audience skews more male with an average age of 30.4, and over-indexes on personality traits such as Quality Awareness, Family Orientation.
The typical PC game fan in Poland is more male, around 30.4 years old, with strong Quality Awareness tendencies and a notable affinity for Counter-Strike: Global Offensive.
The key figures that characterise the PC game profile in Poland.
40.5% are female, 59.5% are male, average age 30.4.
| Metric | Value |
|---|---|
| Female | 40.5% |
| Male | 59.5% |
| Average age | 30.4 |
| Estimated audience size | 1,479,366 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 42% | |
| 20-29 | 26% | |
| 30-39 | 15% | |
| 40-49 | 9% | |
| 50+ | 8% |
of the worldwide PC game audience comes from Poland.
| Country | Share |
|---|---|
| United States | 15.5% |
| China | 9.2% |
| India | 6.9% |
The strongest cross-interests of the PC game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Major League Gaming | Sports | 13.17× | ||
| 02 | Dota 2 | Games | 6.86× | ||
| 03 | Counter-Strike: Global Offensive | Games | 6.71× | ||
| 04 | Electronic sports | Sports | 6.32× | ||
| 05 | Call of Duty | Games | 4.28× | ||
| 06 | Apple TV | Movies & TV | 3.70× | ||
| 07 | Manchester City F.C. | Sports | 3.69× | ||
| 08 | Tesla Motors | Cars & Mobility | 3.56× | ||
| 09 | Business class | Travel & Leisure | 3.53× | ||
| 10 | Fortnite | Games | 3.48× | ||
| 11 | Apple Watch | Technology & Electronics | 3.23× | ||
| 12 | Steam | Games | 2.80× | ||
| 13 | First class travel | Travel & Leisure | 2.79× | ||
| 14 | Epic Games | Games | 2.78× | ||
| 15 | Computer hardware | Technology & Electronics | 2.38× | ||
| 16 | Breaking news | Movies & TV | 2.35× | ||
| 17 | Twitch | Games | 2.31× | ||
| 18 | Online games | Games | 2.02× | ||
| 19 | Betclic | Games | 2.01× | ||
| 20 | Android (operating system) | Technology & Electronics | 1.53× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 2.36× | |
| Family Orientation | CONSERVATISM | 1.48× | |
| Early Adopter Mentality | POWER | 1.44× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.48× | |
| Design Affinity | PREMIUM | 0.67× | |
| Pet Ownership | JOY | 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 PC game. 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.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.