A data profile of the people who buy, follow and care about Mobile game in Sweden — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 1,367,917 people in Sweden.
Mobile game has an estimated audience of 1,367,917 people in Sweden. 49.7% are female, 50.3% are male, average age 43.1. Top brand affinities: IKEA, YouTube, Clas Ohlson, Tradera, Email.
Top brand affinities include IKEA, YouTube, Clas Ohlson, with strongest over-indexing on IKEA (1.61× the country average).
Demographically, the Mobile game audience skews balanced with an average age of 43.1, and over-indexes on personality traits such as Urban Lifestyle, Social Media Usage.
The typical Mobile game fan in Sweden is balanced, around 43.1 years old, with strong Urban Lifestyle tendencies and a notable affinity for IKEA.
The key figures that characterise the Mobile game profile in Sweden.
49.7% are female, 50.3% are male, average age 43.1.
| Metric | Value |
|---|---|
| Female | 49.7% |
| Male | 50.3% |
| Average age | 43.1 |
| Estimated audience size | 1,367,917 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 12% | |
| 20-29 | 18% | |
| 30-39 | 17% | |
| 40-49 | 21% | |
| 50+ | 31% |
of the worldwide Mobile game audience comes from Sweden.
| Country | Share |
|---|---|
| United States | 17.5% |
| India | 7.4% |
| Brazil | 4.6% |
The strongest cross-interests of the Mobile game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Technology & Electronics | 2.95× | |||
| 02 | Software | Technology & Electronics | 2.23× | ||
| 03 | Mobile phones | Technology & Electronics | 1.99× | ||
| 04 | Internet & Social Media | 1.93× | |||
| 05 | Social network | Internet & Social Media | 1.87× | ||
| 06 | Leisure | Travel & Leisure | 1.85× | ||
| 07 | Child | Kids & Family | 1.80× | ||
| 08 | Shoes | Fashion & Accessoires | 1.74× | ||
| 09 | TV | Movies & TV | 1.73× | ||
| 10 | Internet & Social Media | 1.71× | |||
| 11 | Games | Games | 1.70× | ||
| 12 | Culture | Literature | 1.64× | ||
| 13 | Scandinavia | Travel & Leisure | 1.62× | ||
| 14 | IKEA | Home & Garden | 1.61× | ||
| 15 | YouTube | Movies & TV | 1.58× | ||
| 16 | Stockholm | Travel & Leisure | 1.58× | ||
| 17 | Tradera | Shopping | 1.55× | ||
| 18 | Sweden | Travel & Leisure | 1.55× | ||
| 19 | Nordic countries | Travel & Leisure | 1.54× | ||
| 20 | Clas Ohlson | Shopping | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Urban Lifestyle | OPEN | 1.31× | |
| Social Media Usage | JOY | 1.01× | |
| Healthy Lifestyle | BALANCE | 0.79× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 0.20× | |
| Patriotism | CONSERVATISM | 0.50× | |
| Travelling | THRILL | 0.69× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Sweden who actively search for Mobile game. 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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