A data profile of the people who buy, follow and care about Gamer in South Africa — modelled from more than twelve digital signal sources. Gamer has an estimated audience of 886,807 people in South Africa.
Gamer has an estimated audience of 886,807 people in South Africa. 39.4% are female, 60.6% are male, average age 33.9. Top brand affinities: FIFA World Cup, Role-playing games, Bologna F.C. 1909, Fortnite, Puma.
Top brand affinities include FIFA World Cup, Role-playing games, Bologna F.C. 1909, with strongest over-indexing on FIFA World Cup (1.9× the country average).
Demographically, the Gamer audience skews more male with an average age of 33.9, and over-indexes on personality traits such as Early Adopter Mentality, Luxury Orientation.
The typical Gamer fan in South Africa is more male, around 33.9 years old, with strong Early Adopter Mentality tendencies and a notable affinity for FIFA World Cup.
The key figures that characterise the Gamer profile in South Africa.
39.4% are female, 60.6% are male, average age 33.9.
| Metric | Value |
|---|---|
| Female | 39.4% |
| Male | 60.6% |
| Average age | 33.9 |
| Estimated audience size | 886,807 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 32% | |
| 20-29 | 25% | |
| 30-39 | 18% | |
| 40-49 | 10% | |
| 50+ | 14% |
of the worldwide Gamer audience comes from South Africa.
| Country | Share |
|---|---|
| United States | 16.6% |
| India | 7.0% |
| China | 6.6% |
The strongest cross-interests of the Gamer audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Counter-Strike: Global Offensive | Games | 5.28× | ||
| 02 | Nintendo Switch | Games | 5.28× | ||
| 03 | Dota 2 | Games | 4.14× | ||
| 04 | Fortnite | Games | 3.92× | ||
| 05 | Bologna F.C. 1909 | Sports | 3.77× | ||
| 06 | Call of Duty | Games | 3.68× | ||
| 07 | Electronic sports | Sports | 3.28× | ||
| 08 | Xbox | Games | 2.86× | ||
| 09 | Role-playing games | Games | 2.65× | ||
| 10 | Max Verstappen | Sports | 2.47× | ||
| 11 | Puma | Fashion & Accessoires | 2.29× | ||
| 12 | Simulation games | Games | 2.17× | ||
| 13 | Strategy games | Games | 2.13× | ||
| 14 | Projectors | Technology & Electronics | 2.11× | ||
| 15 | Smart device | Technology & Electronics | 2.08× | ||
| 16 | Online food ordering | Food & Beverages | 2.01× | ||
| 17 | FIFA World Cup | Sports | 1.90× | ||
| 18 | Fast casual restaurants | Food & Beverages | 1.78× | ||
| 19 | Nightlife | Arts & Culture | 1.65× | ||
| 20 | First-time buyer | Shopping | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.79× | |
| Luxury Orientation | PREMIUM | 1.34× | |
| Extroversion | THRILL | 1.31× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Tradition | CONSERVATISM | 0.51× | |
| Need for Security | CONSERVATISM | 0.60× | |
| Creativity | OPEN | 0.68× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in South Africa who actively search for Gamer. 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 South Africa. 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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