A data profile of the people who buy, follow and care about Steam in Poland — modelled from more than twelve digital signal sources. Steam has an estimated audience of 3,005,994 people in Poland.
Steam has an estimated audience of 3,005,994 people in Poland. 30.9% are female, 69.1% are male, average age 28.4. Top brand affinities: Reddit, Epic Games, TikTok, FC Barcelona, League of Legends.
Top brand affinities include Reddit, Epic Games, TikTok, with strongest over-indexing on Reddit (4.17× the country average).
Demographically, the Steam audience skews more male with an average age of 28.4, and over-indexes on personality traits such as Patriotism, Social Media Usage.
The typical Steam fan in Poland is more male, around 28.4 years old, with strong Patriotism tendencies and a notable affinity for Reddit.
The key figures that characterise the Steam profile in Poland.
30.9% are female, 69.1% are male, average age 28.4.
| Metric | Value |
|---|---|
| Female | 30.9% |
| Male | 69.1% |
| Average age | 28.4 |
| Estimated audience size | 3,005,994 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 50% | |
| 20-29 | 24% | |
| 30-39 | 14% | |
| 40-49 | 7% | |
| 50+ | 5% |
of the worldwide Steam audience comes from Poland.
| Country | Share |
|---|---|
| United States | 13.2% |
| China | 9.2% |
| Japan | 8.0% |
The strongest cross-interests of the Steam audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Nvidia | Technology & Electronics | 4.63× | ||
| 02 | Epic Games | Games | 4.29× | ||
| 03 | Internet & Social Media | 4.17× | |||
| 04 | Call of Duty | Games | 3.58× | ||
| 05 | Minecraft | Games | 3.55× | ||
| 06 | Fortnite | Games | 3.24× | ||
| 07 | World of Warcraft | Games | 3.18× | ||
| 08 | Gaming computer | Technology & Electronics | 2.92× | ||
| 09 | League of Legends | Games | 2.88× | ||
| 10 | Counter-Strike: Global Offensive | Games | 2.63× | ||
| 11 | EA Sports FC | Games | 2.49× | ||
| 12 | Twitch | Games | 2.44× | ||
| 13 | Online games | Games | 2.09× | ||
| 14 | First-person shooter games | Games | 1.87× | ||
| 15 | TVP Sport | Sports | 1.75× | ||
| 16 | OLX | Shopping | 1.74× | ||
| 17 | TikTok | Internet & Social Media | 1.69× | ||
| 18 | Ekstraklasa | Sports | 1.67× | ||
| 19 | UEFA Champions League | Sports | 1.62× | ||
| 20 | FC Barcelona | Sports | 1.56× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.56× | |
| Social Media Usage | JOY | 1.47× | |
| Early Adopter Mentality | POWER | 1.44× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 0.65× | |
| Quality Awareness | PREMIUM | 0.67× | |
| Mindfulness | BALANCE | 0.68× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Poland who actively search for Steam. 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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