A data profile of the people who buy, follow and care about Computers in Sweden — modelled from more than twelve digital signal sources. Computers has an estimated audience of 4,029,778 people in Sweden.
Computers has an estimated audience of 4,029,778 people in Sweden. 49.2% are female, 50.8% are male, average age 43.5. Top brand affinities: Email, Reddit, Snapchat, Uniqlo, Artificial intelligence.
Top brand affinities include Email, Reddit, Snapchat, with strongest over-indexing on Email (1.82× the country average).
Demographically, the Computers audience skews balanced with an average age of 43.5, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.
The typical Computers fan in Sweden is balanced, around 43.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Email.
The key figures that characterise the Computers profile in Sweden.
49.2% are female, 50.8% are male, average age 43.5.
| Metric | Value |
|---|---|
| Female | 49.2% |
| Male | 50.8% |
| Average age | 43.5 |
| Estimated audience size | 4,029,778 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 12% | |
| 20-29 | 17% | |
| 30-39 | 17% | |
| 40-49 | 22% | |
| 50+ | 32% |
of the worldwide Computers audience comes from Sweden.
| Country | Share |
|---|---|
| United States | 17.9% |
| India | 5.2% |
| Brazil | 4.8% |
The strongest cross-interests of the Computers audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Technology & Electronics | 1.82× | |||
| 02 | Internet & Social Media | 1.80× | |||
| 03 | Snapchat | Internet & Social Media | 1.80× | ||
| 04 | Uniqlo | Shopping | 1.80× | ||
| 05 | Board games | Games | 1.80× | ||
| 06 | Disneyland | Travel & Leisure | 1.80× | ||
| 07 | Fortnite | Games | 1.80× | ||
| 08 | League of Legends | Games | 1.80× | ||
| 09 | Counter-Strike: Global Offensive | Games | 1.80× | ||
| 10 | World of Warcraft | Games | 1.80× | ||
| 11 | Electronic sports | Sports | 1.80× | ||
| 12 | MLB | Sports | 1.80× | ||
| 13 | Aston Martin | Cars & Mobility | 1.80× | ||
| 14 | JavaScript | Technology & Electronics | 1.78× | ||
| 15 | La Liga | Sports | 1.73× | ||
| 16 | SoundCloud | Music & Radio | 1.64× | ||
| 17 | NBA | Sports | 1.59× | ||
| 18 | Manga | Literature | 1.56× | ||
| 19 | Violin | Music & Radio | 1.55× | ||
| 20 | Artificial intelligence | Technology & Electronics | 1.52× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.28× | |
| Social Media Usage | JOY | 1.22× | |
| Need for Security | CONSERVATISM | 1.13× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Sustainability | BALANCE | 0.74× | |
| Price Sensitivity | PREMIUM | 0.81× | |
| Creativity | OPEN | 0.90× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Sweden who actively search for Computers. 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 Sweden. 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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