Rascasse Audience Intelligence

Games Audience in Sweden

A data profile of the people who buy, follow and care about Games in Sweden — modelled from more than twelve digital signal sources. Games has an estimated audience of 4,659,000 people in Sweden.

Games has an estimated audience of 4,659,000 people in Sweden. 48.0% are female, 52.0% are male, average age 43.4. Top brand affinities: Google, Mobile phones, Leisure, Social network, Software.

Top brand affinities include Google, Mobile phones, Leisure, with strongest over-indexing on Google (1.57× the country average).

Demographically, the Games audience skews balanced with an average age of 43.4, and over-indexes on personality traits such as Urban Lifestyle, Social Media Usage.

The typical Games fan in Sweden is balanced, around 43.4 years old, with strong Urban Lifestyle tendencies and a notable affinity for Google.

Category: Games · Type: Topic

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-17.

Section 01

At a glance

The key figures that characterise the Games profile in Sweden.

Audience size
4.7M
in Sweden
Gender
48.0%
52.0% male
Age
43.4
average years
Country rank
#65
Topic in Sweden
Fig. 01

Search interest · 12-month trend

+62%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Games fans

48.0% are female, 52.0% are male, average age 43.4.

Fig. 02

Gender split

48.0%
Female
52.0%
Male
Demographic split for Games audience in Sweden
MetricValue
Female48.0%
Male52.0%
Average age43.4
Estimated audience size4,659,000
Fig. 03

Age distribution

Ø 43.4
average years
Age distribution of the Games audience in Sweden
Age bracketShare%
16-1913%
20-2916%
30-3917%
40-4921%
50+32%
Fig. 04

Worldwide distribution

0.6%

of the worldwide Games audience comes from Sweden.

Worldwide audience distribution share by country for Games
CountryShare
United States18.3%
Japan5.9%
India5.2%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Games audience
#·InterestCategoryAffinity×
01Mobile gameGames1.66×
02Mobile deviceTechnology & Electronics1.66×
03EmailTechnology & Electronics1.60×
04Mobile phonesTechnology & Electronics1.59×
05Social networkInternet & Social Media1.58×
06GoogleInternet & Social Media1.57×
07Video gamesGames1.57×
08TelevisionsTechnology & Electronics1.57×
09SoftwareTechnology & Electronics1.56×
10Mobile appTechnology & Electronics1.56×
11Drama moviesMovies & TV1.56×
12LeisureTravel & Leisure1.55×
13WikipediaInternet & Social Media1.55×
14Fairy taleLiterature1.54×
15SmartphonesTechnology & Electronics1.53×
16CommunicationTechnology & Electronics1.53×
17PleasurePolitics & Society1.53×
18VideoMovies & TV1.52×
19Android (operating system)Technology & Electronics1.51×
20TheatreMusic & Radio1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the 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 Games audience · What stands out
TraitClusterDeviationScore
Urban LifestyleOPEN1.09×
Social Media UsageJOY0.89×
Healthy LifestyleBALANCE0.75×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Games audience · Rather not
TraitClusterDeviationScore
Early Adopter MentalityPOWER0.33×
PatriotismCONSERVATISM0.56×
TravellingTHRILL0.65×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Sweden who actively search for 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 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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