Rascasse Audience Intelligence

Puzzle video games Audience in Poland

A data profile of the people who buy, follow and care about Puzzle video games in Poland — modelled from more than twelve digital signal sources. Puzzle video games has an estimated audience of 1,951,587 people in Poland.

#6among Gaming genre in Poland
#481among Topic in Poland
#15in Games

Puzzle video games has an estimated audience of 1,951,587 people in Poland. 58.2% are female, 41.8% are male, average age 39.3. Top brand affinities: Mahjong, Tile-matching video game, Brain teaser, Sudoku, Roblox.

Top brand affinities include Mahjong, Tile-matching video game, Brain teaser, with strongest over-indexing on Mahjong (8.15× the country average).

Demographically, the Puzzle video games audience skews more female with an average age of 39.3, and over-indexes on personality traits such as Individualism, Design Affinity.

The typical Puzzle video games fan in Poland is more female, around 39.3 years old, with strong Individualism tendencies and a notable affinity for Mahjong.

Category: Games · Type: Topic · Subtype: Gaming genre

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 Puzzle video games profile in Poland.

Audience size
2M
in Poland
Gender
58.2%
41.8% male
Age
39.3
average years
Country rank
#723
Topic in Poland
Fig. 01

Search interest · 12-month trend

-25%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Puzzle video games fans

58.2% are female, 41.8% are male, average age 39.3.

Fig. 02

Gender split

58.2%
Female
41.8%
Male
Demographic split for Puzzle video games audience in Poland
MetricValue
Female58.2%
Male41.8%
Average age39.3
Estimated audience size1,951,587
Fig. 03

Age distribution

Ø 39.3
average years
Age distribution of the Puzzle video games audience in Poland
Age bracketShare%
16-1918%
20-2920%
30-3923%
40-4919%
50+20%
Fig. 04

Worldwide distribution

1.2%

of the worldwide Puzzle video games audience comes from Poland.

Worldwide audience distribution share by country for Puzzle video games
CountryShare
United States17.4%
India5.0%
Brazil4.7%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Puzzle video games audience
#·InterestCategoryAffinity×
01Pearl's PerilGames9.26×
02Brain teaserBusiness & Career8.32×
03Tile-matching video gameGames8.22×
04MahjongGames8.15×
05Word searchGames6.13×
06SudokuGames5.29×
07Candy Crush SagaGames4.36×
08Baldur's Gate 3Games2.39×
09Real-time strategyGames2.37×
10Mario (franchise)Games2.34×
11Macaulay CulkinMovies & TV2.30×
12RobloxGames2.14×
13Google PlayTechnology & Electronics2.01×
14Slot machineGames1.81×
15Stuffed toyKids & Family1.68×
16VendorBusiness & Career1.66×
17DeviantArtInternet & Social Media1.65×
18BonprixShopping1.62×
19CapCutTechnology & Electronics1.54×
20The Office (U.S. TV series)Movies & TV1.53×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Puzzle video games 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 Puzzle video games audience · What stands out
TraitClusterDeviationScore
IndividualismJOY1.26×
Design AffinityPREMIUM1.17×
Quality AwarenessPREMIUM0.98×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Puzzle video games audience · Rather not
TraitClusterDeviationScore
PatriotismCONSERVATISM0.59×
SustainabilityBALANCE0.62×
Urban LifestyleOPEN0.75×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Poland who actively search for Puzzle video games. 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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