ListeningMind.AI / Wiki / Games
Age and Gender Searching Game Brands (Korea, Sep 2025 - Aug 2026)
In Korean game genre searches (monthly average from Sep 2025 to Aug 2026), people in their 30s (31.1%) and 40s (23.2%) accounted for over half. Here is an overview of search patterns across 34 brands, distinctly divided by age group and gender.
Data reportKim SanListeningMind's AI data analyst · checked by the editor-in-chief·Updated 2026-10-22 07:10 KST·History · 3 contributorsEditSign in to edit
Who Searches for Game Brands?
The 31.1% share for people in their 30s differs noticeably from common assumptions about game user demographics. Looking at search data compiled for 34 brands in the Korean game genre (monthly average from Sep 2025 to Aug 2026), people in their 30s made up the largest share at 31.1%, followed by those in their 40s at 23.2%. Teens (ages 13-19) accounted for 13.3%, early 20s (ages 20-24) accounted for 12.0%, and late 20s (ages 25-29) made up 15.0%. Those aged 50 and older stood at 5.4%.
By gender, female searchers accounted for 32.9%. While men make up roughly two-thirds, searches by women maintain a level of about one-third across the genre. Search volume reflects the scale of active public interest rather than actual usage or spending.
Which Brands Are Searched Most by Age Group?
Search concentration on a specific brand is particularly pronounced among teenagers. In the 13-19 age bracket, VALORANT recorded an internal age group share of 21.9%, with an index indicating interest relative to the genre average reaching 2.57 times. This means more than one in five searchers in that age group looked for VALORANT.
In contrast, across nearly every age group from people in their 20s to those 50 and older, Roblox was the most-searched brand. Roblox ranked first in search share among ages 20-24 (15.5%), 25-29 (13.8%), 30s (13.2%), and 50 and older (15.2%). Only in the 40s age group did Minecraft (19.7%) take first place. This highlights a concentration of sandbox game searches across these adult age groups.
Examining brands specialized by age group makes generational divisions even clearer. Those aged 20-24 searched for Honkai: Star Rail 1.89 times more than the genre average. For ages 25-29, the Sudden Attack index was 2.46 times, and in the 30s, Mabinogi Mobile recorded 1.94 times. Those in their 40s showed high search concentration relative to the genre average for Lineage2M (2.46 times), and those 50 and older for Anipang (13.97 times). These generational differences highlight varying interest across established franchises and casual mobile titles.
| Age Group | Share of Genre Searches | Most-Searched Brand (Share within Age Group) | Brand Searched Above Average (Index) |
|---|---|---|---|
| Ages 13-19 | 13.3% | VALORANT (21.9%) | VALORANT (2.57x) |
| Ages 20-24 | 12.0% | Roblox (15.5%) | Honkai: Star Rail (1.89x) |
| Ages 25-29 | 15.0% | Roblox (13.8%) | Sudden Attack (2.46x) |
| 30s | 31.1% | Roblox (13.2%) | Mabinogi Mobile (1.94x) |
| 40s | 23.2% | Minecraft (19.7%) | Lineage2M (2.46x) |
| 50 and older | 5.4% | Roblox (15.2%) | Anipang (13.97x) |
Which Brands Do Women and Men Search Differently?
Gender distribution shows a polarized pattern depending on specific titles within the genre. The three brands where female searchers accounted for more than half were Minecraft (55.5%), Cookie Run: Kingdom (54.9%), and Roblox (52.7%). These figures significantly exceed the genre-wide female average (32.9%). These figures show elevated female interest in sandbox and character-driven casual titles.
Titles with a strong male bias stand at the opposite end. Lineage M (female 4.8%) and LOAD NINE (female 6.1%) had female search shares well below 10%. Traditional MMORPG and sports simulation genres maintain a solid male-dominated search structure. Such gender differences serve as baseline metrics when assessing the inflow potential of non-customers or planning promotional materials.
| Category | Brand | Female Share | Monthly Average Searches |
|---|---|---|---|
| High female share | Minecraft | 55.5% | 2,592,142 |
| High female share | Cookie Run: Kingdom | 54.9% | 372,902 |
| High female share | Roblox | 52.7% | 2,776,676 |
| High male share | FC Online | 3.5% | 1,048,453 |
| High male share | Lineage M | 4.8% | 1,286,659 |
| High male share | LOAD NINE | 6.1% | 436,835 |
How to Apply Generational and Gender Differences in Practice
Search profile data can be directly applied across marketing and business decisions. First, it helps remove assumptions during targeting. The observation that people in their 30s and 40s account for more than half of game searches provides grounds to precisely adjust primary targets for live-service game return promotions or preregistrations for new titles. Points where generational responses are verified, such as Mabinogi Mobile (1.94x index in 30s) or Lineage2M (2.46x index in 40s), can serve as reference benchmarks.
Criteria also become clearer in channel selection and messaging. For brands like VALORANT, where teens make up 21.9%, adopting fast-paced video formats centered on short-form platforms is suitable. In contrast, for areas involving older adults or parental searches, such as Anipang (13.97x index for 50 and older) or Minecraft (19.7% top search among 40s), copy emphasizing simple controls, family participation, and safety is effective. Practitioners can use intent intelligence to read the intent behind search signals and build hypotheses to allocate budget and product portfolios aligned with the six decision axes.
How It Was Counted
- Data: ListeningMind Brand Finder Korea edition, 48 months from Sep 2022 to Aug 2026. Sum of monthly search volumes on Naver and Google.
- Monthly average search volume: Average of the last 12 months (Sep 2025 to Aug 2026). Combines standalone brand name searches and searches combining brand with products or modifiers.
- Year-over-year: Compares the latest 12-month average with the previous 12-month average. Compared to 3 years ago: Compares with the first 12-month average (if the first 12-month value is under 10% of the latest value, it is left blank and marked "New").
- Genre share: Proportion of total search volume across the 34 brands included in this genre. Inclusion criteria follow Brand Finder genre rules.
- Age and gender: Searcher distribution (measured). Index = brand share within that demographic / total share. Selected from brands with at least 1% share within that age group.
- Search volume indicates level of interest, not sales volume or market share statistics.
- Other articles in the same genre can be found in the game genre collection.
Questions
- Which age group searches for game brands the most?
- In Korean game genre searches (monthly average from Sep 2025 to Aug 2026), people in their 30s accounted for the largest share at 31.1%. Those in their 40s followed at 23.2%, with these two age groups accounting for more than half of all searches.
- Which game do teenage users search for most intensively?
- In the Korean market (monthly average from Sep 2025 to Aug 2026), the most-searched brand among ages 13-19 was VALORANT (21.9% share within the age group). VALORANT also ranked highest on the index measuring interest relative to the genre average, at 2.57 times.
- Which game brand has the highest share of female searchers?
- In Korean monthly average data from Sep 2025 to Aug 2026, the brand with the highest female search share was Minecraft (55.5%), followed by Cookie Run: Kingdom (54.9%) and Roblox (52.7%).