Rascasse Audience Intelligence

Role-playing games Audience in Poland

A data profile of the people who buy, follow and care about Role-playing games in Poland — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 2,017,692 people in Poland.

#5among Gaming genre in Poland
#453among Topic in Poland
#13in Games

Role-playing games has an estimated audience of 2,017,692 people in Poland. 36.7% are female, 63.3% are male, average age 33.3. Top brand affinities: TikTok, Mobile game, Video games, Twitch, Action role-playing game.

Top brand affinities include TikTok, Mobile game, Video games, with strongest over-indexing on TikTok (1.55× the country average).

Demographically, the Role-playing games audience skews more male with an average age of 33.3, and over-indexes on personality traits such as Design Affinity, Social Media Usage.

The typical Role-playing games fan in Poland is more male, around 33.3 years old, with strong Design Affinity tendencies and a notable affinity for TikTok.

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 Role-playing games profile in Poland.

Audience size
2M
in Poland
Gender
36.7%
63.3% male
Age
33.3
average years
Country rank
#687
Topic in Poland
Fig. 01

Search interest · 12-month trend

-22%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Role-playing games fans

36.7% are female, 63.3% are male, average age 33.3.

Fig. 02

Gender split

36.7%
Female
63.3%
Male
Demographic split for Role-playing games audience in Poland
MetricValue
Female36.7%
Male63.3%
Average age33.3
Estimated audience size2,017,692
Fig. 03

Age distribution

Ø 33.3
average years
Age distribution of the Role-playing games audience in Poland
Age bracketShare%
16-1933%
20-2925%
30-3919%
40-4912%
50+11%
Fig. 04

Worldwide distribution

1.1%

of the worldwide Role-playing games audience comes from Poland.

Worldwide audience distribution share by country for Role-playing games
CountryShare
United States16.9%
China7.7%
Japan7.2%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Role-playing games audience
#·InterestCategoryAffinity×
01Action role-playing gameGames4.06×
02Baldur's Gate 3Games3.80×
03Strategy gamesGames3.05×
04Pokémon (video game series)Games3.03×
05Massively multiplayer online role-playing gamesGames2.88×
06Massively multiplayer online gamesGames2.65×
07Counter-Strike: Global OffensiveGames2.50×
08Mobile gameGames2.46×
09DiscordInternet & Social Media2.34×
10Action gamesGames2.32×
11GamerGames2.28×
12PC gameGames2.28×
13RobloxGames2.25×
14Epic GamesGames2.24×
15TwitchGames2.11×
16Video gamesGames1.59×
17Stranger ThingsMovies & TV1.59×
18SteamGames1.56×
19TikTokInternet & Social Media1.55×
20GeoGuessrInternet & Social Media1.55×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Role-playing 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 Role-playing games audience · What stands out
TraitClusterDeviationScore
Design AffinityPREMIUM1.36×
Social Media UsageJOY1.03×
PatriotismCONSERVATISM1.01×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Role-playing games audience · Rather not
TraitClusterDeviationScore
IndividualismJOY0.49×
Price SensitivityPREMIUM0.53×
SustainabilityBALANCE0.67×
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 Role-playing 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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