Rascasse Audience Intelligence

Ubisoft Target Market in United States

Ubisoft has an estimated audience of 3M people in United States.

#4among Video game developer in United States
#1136among brands in United States#214in Games

The average Ubisoft fan in United States is 30.3 years old, more male, and lives primarily in California.

By number of fans, Ubisoft ranks #4 among the 27 objects in Video game developer in United States — 11.0× the group median.

Its fans are 2.1 years younger than the group average of 32.4.

Women make up 22.3% of the fan base, 9.9 percentage points fewer than the group average.

Compared with the other 26 objects in Video game developer, Ubisoft fans stand out for their interest in GameFly, Star Citizen and Origin (digital distribution software).

Most fans live in California, Texas, Florida.

Top affinities include GameFly, Square Enix, Micro Center, with strongest over-indexing on GameFly (22.01× the country average).

Demographically, the Ubisoft audience skews more male with an average age of 30.3, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.

The typical Ubisoft fan in United States is more male, around 30.3 years old, with strong Social Media Usage tendencies and a notable affinity for GameFly.

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

Data status: Q2/2026 · Source & method

Section 01

At a glance

Audience size
3M
in United States
Gender
22.3%♀
77.7% male
Age
30.3
average years
Country rank
#10288
among all objects in United States
Fig. 01

Search interest · 12-month trend

+10%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Customer demographics of Ubisoft

22.3% are female, 77.7% are male, average age 30.3.

Fig. 02

Gender split

22.3%
Female
77.7%
Male
Demographic split for Ubisoft audience in United States
MetricValue
Female22.3%
Male77.7%
Average age30.3
Estimated audience size3M
Fig. 03

Age distribution

Ø 30.3
average years
Age distribution of the Ubisoft audience in United States
Age bracketShare%
16-2446%
25-3424%
35-4415%
45-549%
55+6%
Fig. 04

Worldwide distribution

19.5%

of the worldwide Ubisoft audience comes from United States.

Worldwide audience distribution share by country for Ubisoft
CountryShare
United States19.5%
Brazil7.5%
Germany6.2%
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

Ubisoft customers by region in United States
#RegionReachAffinity×
01West Virginia~20K1.38×
02Kentucky~50K1.33×
03Oklahoma~50K1.32×
04Alaska~8K1.23×
05Indiana~70K1.18×
06Arkansas~30K1.16×
07North Dakota~8K1.15×
08Missouri~60K1.14×
09Kansas~30K1.13×
10Washington~80K1.12×
11Tennessee~70K1.10×
12Ohio~100K1.09×
13Arizona~70K1.08×
14Iowa~30K1.08×
15Idaho~20K1.08×
16Oregon~40K1.07×
17Michigan~90K1.06×
18Wyoming~5K1.06×
19Nevada~30K1.03×
20Utah~30K1.01×
21South Dakota~8K1.01×
22Louisiana~40K1.00×
23Texas~200K0.99×
24Pennsylvania~100K0.99×
25North Carolina~100K0.99×
26Florida~200K0.98×
27Alabama~40K0.98×
28Mississippi~30K0.97×
29Wisconsin~50K0.96×
30Georgia~90K0.95×
31Colorado~50K0.95×
32New Mexico~20K0.95×
33Montana~9K0.95×
34California~300K0.94×
35Maine~10K0.94×
36New Hampshire~10K0.94×
37Rhode Island~9K0.94×
38Virginia~70K0.93×
39Minnesota~50K0.92×
40South Carolina~40K0.92×
41Connecticut~30K0.92×
42Nebraska~20K0.92×
43Illinois~100K0.90×
44New York~200K0.86×
45Vermont~5K0.86×
46Massachusetts~50K0.84×
47Maryland~50K0.83×
48New Jersey~70K0.81×
49Delaware~7K0.81×
50Hawaii~10K0.75×
Fig. 06

Affinity by region

Affinity by region — Ubisoft, United States
0.75×1.00×1.38×
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 Ubisoft audience vs. the country average
#·InterestCategoryAffinity×
01GameFlyGames22.01×
02Square EnixGames17.77×
03Micro CenterShopping17.63×
04Star CitizenNews16.94×
05Origin (digital distribution software)Games15.97×
06Daisy RidleyMovies & TV15.72×
07KotakuGames13.97×
08Polygon (website)Games13.62×
09Diablo (series)Games12.81×
10Cynthia ErivoMovies & TV10.16×
11Fallout (series)Games10.14×
12NeweggShopping9.53×
13Epic GamesGames8.56×
14SteamGames8.19×
15GameStopGames7.75×
16NvidiaTechnology & Electronics7.37×
17Tom HollandMovies & TV6.18×
18Game consolesTechnology & Electronics3.72×
19RedditInternet & Social Media3.01×
20GeminiTechnology & Electronics2.45×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Ubisoft audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Ubisoft audience vs. the country average · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.37×
Early Adopter MentalityPOWER1.37×
PatriotismCONSERVATISM1.31×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Ubisoft audience vs. the country average · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.71×
CreativityOPEN0.76×
Quality AwarenessPREMIUM0.82×
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 Ubisoft 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/ubisoft-7800” · Methodology