Rascasse Audience Intelligence

Nintendo Target Market in United States

Nintendo has an estimated audience of 16.1M people in United States.

#2among Video game developer in United States
#212among brands in United States#42in Games

The average Nintendo fan in United States is 31.5 years old, more male, and lives primarily in California.

By number of fans, Nintendo ranks #2 among the 27 objects in Video game developer in United States — 59.7× the group median.

Its fans are 0.9 years younger than the group average of 32.4.

Women make up 39.3% of the fan base, 7.8 percentage points more than the group average.

Compared with the other 26 objects in Video game developer, Nintendo fans stand out for their interest in Transformers (comics), Counter-Strike: Global Offensive and Funding.

Most fans live in California, Texas, New York.

Top affinities include Transformers (comics), Counter-Strike: Global Offensive, Funding, with strongest over-indexing on Transformers (comics) (5.94× the country average).

Demographically, the Nintendo audience skews more male with an average age of 31.5, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.

The typical Nintendo fan in United States is more male, around 31.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Transformers (comics).

Category: Games · Type: Brand · Subtype: Video game developer

Data status: Q2/2026 · Source & method

Section 01

At a glance

Audience size
16.1M
in United States
Gender
39.3%♀
60.7% male
Age
31.5
average years
Country rank
#2109
among all objects in United States
Fig. 01

Search interest · 12-month trend

-11%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Customer demographics of Nintendo

39.3% are female, 60.7% are male, average age 31.5.

Fig. 02

Gender split

39.3%
Female
60.7%
Male
Demographic split for Nintendo audience in United States
MetricValue
Female39.3%
Male60.7%
Average age31.5
Estimated audience size16.1M
Fig. 03

Age distribution

Ø 31.5
average years
Age distribution of the Nintendo audience in United States
Age bracketShare%
16-2442%
25-3424%
35-4416%
45-5411%
55+7%
Fig. 04

Worldwide distribution

23.1%

of the worldwide Nintendo audience comes from United States.

Worldwide audience distribution share by country for Nintendo
CountryShare
United States23.1%
Japan13.4%
China8.5%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the United States average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Fig. 05

Top regions by affinity

Nintendo customers by region in United States
#RegionReachAffinity×
01Utah~300K1.61×
02Idaho~100K1.34×
03Washington~500K1.26×
04Oregon~200K1.16×
05Oklahoma~200K1.15×
06New York~1M1.11×
07Indiana~400K1.11×
08Missouri~300K1.10×
09Kentucky~200K1.10×
10Nebraska~100K1.09×
11Alaska~40K1.09×
12West Virginia~90K1.08×
13Ohio~600K1.07×
14Michigan~500K1.07×
15Kansas~200K1.06×
16Arkansas~200K1.05×
17Maine~70K1.05×
18New Hampshire~70K1.05×
19North Dakota~40K1.05×
20Arizona~400K1.02×
21New Mexico~100K1.02×
22Montana~50K1.02×
23Texas~1M1.01×
24California~2M1.00×
25Nevada~200K1.00×
26Tennessee~300K0.99×
27Virginia~400K0.97×
28Wisconsin~300K0.97×
29Iowa~100K0.96×
30Pennsylvania~600K0.95×
31Minnesota~300K0.95×
32Illinois~600K0.94×
33Colorado~300K0.94×
34Alabama~200K0.94×
35Georgia~500K0.93×
36Louisiana~200K0.93×
37North Carolina~500K0.92×
38Connecticut~200K0.92×
39South Dakota~40K0.91×
40New Jersey~400K0.90×
41South Carolina~200K0.90×
42Mississippi~100K0.90×
43Florida~900K0.89×
44Hawaii~60K0.89×
45Wyoming~20K0.87×
46Maryland~300K0.86×
47Massachusetts~300K0.85×
48Vermont~30K0.85×
49Rhode Island~40K0.84×
50Delaware~40K0.77×
Fig. 06

Affinity by region

Affinity by region — Nintendo, United States
0.77×1.00×1.61×
Section 04
Brands and objects ranked by affinity with this audience. Values above 1.0× mean over-representation compared with the country average.

Audience interests & affinities

Fig. 07

Top cross-interests, ranked by affinity

Affinities of the Nintendo audience vs. the country average
#·InterestCategoryAffinity×
01Transformers (comics)Literature5.94×
02Counter-Strike: Global OffensiveGames5.54×
03FundingBusiness & Career4.86×
04TwitchGames4.84×
05GamingGames4.84×
06Gaming computerTechnology & Electronics4.72×
07Retail bankingBusiness & Career4.65×
08HypermarketShopping4.54×
09Collectible card gameGames4.25×
10RetrogamingGames4.19×
11GameStopGames3.96×
12ShowroomShopping3.38×
13PC gameGames3.21×
14Mobile gameGames3.13×
15Eyelash extensionsBeauty & Wellness2.91×
16GamerGames2.52×
17Men's FitnessSports2.44×
18Charity and causesBusiness & Career2.21×
19TikTokInternet & Social Media1.76×
20SupermanMovies & TV1.51×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Nintendo audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Nintendo audience vs. the country average · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.49×
Social Media UsageJOY1.36×
Luxury OrientationPREMIUM1.32×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Nintendo audience vs. the country average · Rather not
TraitClusterDeviationScore
MindfulnessBALANCE0.70×
SpiritualityBALANCE0.71×
TraditionCONSERVATISM0.75×
0×1.00× baseline2×
Appendix

Explore more audiences

Source & method

Source
Rascasse Solution, own modelling
What “fans” means here
Estimated number of people in United States with measurable interest in Nintendo over the last 12 months. Modelled, not counted; people interested in several brands count for each of them.
Data basis
Anonymised behavioural signals: search demand, social media signals, sponsorship and event data. Not a survey.
Period
07/2025 – 06/2026 · updated quarterly · data status Q2/2026
Confidence
high gender and age data available and an audience of at least 100,000 people

Cite as: “Rascasse Solution, Q2/2026, rascasse.com/explore/us/nintendo-785” · Methodology