A data profile of the people who buy, follow and care about Minecraft in Saudi Arabia — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 1,010,889 people in Saudi Arabia.
Minecraft fans in Saudi Arabia are concentrated in Makkah Region, with strong brand affinity for Gaming computer.
The audience is concentrated in Makkah Region, Riyadh Region, Al Madinah Region.
Top brand affinities include Gaming computer, Business and industry, Minecraft, with strongest over-indexing on Gaming computer (5.87× the country average).
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 13 regions tracked by Rascasse.
The key figures that characterise the Minecraft profile in Saudi Arabia.
| Metric | Value |
|---|---|
| Estimated audience size | 1,010,889 |
of the worldwide Minecraft audience comes from Saudi Arabia.
| Country | Share |
|---|---|
| United States | 29.3% |
| Brazil | 7.7% |
| Germany | 6.0% |
Where the Minecraft audience in Saudi Arabia is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Eastern Province | ~3K | 1.36× | |
| 02 | Makkah Region | ~300K | 1.22× | |
| 03 | Al Madinah Region | ~40K | 1.22× | |
| 04 | Al Jawf Region | ~9K | 1.03× | |
| 05 | Riyadh Region | ~300K | 1.00× | |
| 06 | Ha'il Region | ~10K | 0.99× | |
| 07 | Jizan Region | ~20K | 0.98× | |
| 08 | Tabuk Region | ~20K | 0.95× | |
| 09 | 'Asir Region | ~30K | 0.94× | |
| 10 | Al-Qassim Province | ~20K | 0.94× | |
| 11 | Northern Borders Region | ~6K | 0.94× | |
| 12 | Al Bahah Region | ~4K | 0.76× | |
| 13 | Najran Region | ~7K | 0.74× |
The strongest cross-interests of the Minecraft audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Minecraft | Games | 12.63× | ||
| 02 | Anime convention | Literature | 6.14× | ||
| 03 | Gaming computer | Technology & Electronics | 5.87× | ||
| 04 | Twitch | Games | 5.87× | ||
| 05 | PC game | Games | 4.87× | ||
| 06 | Livemusic | Music & Radio | 4.13× | ||
| 07 | TikTok | Internet & Social Media | 3.23× | ||
| 08 | Gamer | Games | 3.07× | ||
| 09 | Education | Business & Career | 2.68× | ||
| 10 | Music | Business & Career | 2.30× | ||
| 11 | Business and industry | Business & Career | 2.27× | ||
| 12 | Pakistan | Travel & Leisure | 2.25× | ||
| 13 | Beauty | Beauty & Wellness | 2.03× | ||
| 14 | Design | Home & Garden | 1.90× | ||
| 15 | Games | Games | 1.88× | ||
| 16 | United Arab Emirates | Travel & Leisure | 1.87× | ||
| 17 | Arts and music | Arts & Culture | 1.76× | ||
| 18 | Saudi Arabia | Travel & Leisure | 1.71× | ||
| 19 | Consumer electronics | Technology & Electronics | 1.70× | ||
| 20 | Food and drink | Food & Beverages | 1.56× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Saudi Arabia who actively search for Minecraft. 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 Saudi Arabia. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.
Source: Rascasse Audience Intelligence — modeled from anonymized, multi-source behavioral signals (search, social, events), updated monthly. Data status: 09/2026.
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