Rascasse Audience Intelligence

The Legend of Zelda: Breath of the Wild Audience in United States

The Legend of Zelda: Breath of the Wild has an estimated audience of 944K people in United States.

#42among Action-Adventure in United States
#319among games in United States
#577in Games

The average The Legend of Zelda: Breath of the Wild fan in United States is 27.6 years old, more male, and lives primarily in California.

By number of fans, The Legend of Zelda: Breath of the Wild ranks #48 among the 442 objects in Action-Adventure in United States.

Its fans are 4.6 years younger than the group average of 32.2.

Compared with the other 441 objects in Action-Adventure, The Legend of Zelda: Breath of the Wild fans stand out for their interest in Harvest Snaps, Ni no Kuni and Black Desert.

Most fans live in California, Texas, Florida.

Top affinities include Harvest Snaps, Ni no Kuni, Black Desert, with strongest over-indexing on Harvest Snaps (75× the country average).

Demographically, the The Legend of Zelda: Breath of the Wild audience skews more male with an average age of 27.6, and over-indexes on personality traits such as Urban Lifestyle, Spirituality.

The typical The Legend of Zelda: Breath of the Wild fan in United States is more male, around 27.6 years old, with strong Urban Lifestyle tendencies and a notable affinity for Harvest Snaps.

Category: Games · Type: Video / Board Game · Subtype: Action-Adventure

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
944K
in United States
Gender
32.2%♀
67.8% male
Age
27.6
average years
Country rank
#25450
among all objects in United States
Fig. 01

Search interest · 12-month trend

+19%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of The Legend of Zelda: Breath of the Wild fans

32.2% are female, 67.8% are male, average age 27.6.

Fig. 02

Gender split

32.2%
Female
67.8%
Male
Demographic split for The Legend of Zelda: Breath of the Wild audience in United States
MetricValue
Female32.2%
Male67.8%
Average age27.6
Estimated audience size944K
Fig. 03

Age distribution

Ø 27.6
average years
Age distribution of the The Legend of Zelda: Breath of the Wild audience in United States
Age bracketShare%
16-2455%
25-3424%
35-4413%
45-545%
55+3%
Fig. 04

Worldwide distribution

29.2%

of the worldwide The Legend of Zelda: Breath of the Wild audience comes from United States.

Worldwide audience distribution share by country for The Legend of Zelda: Breath of the Wild
CountryShare
United States29.2%
Japan7.6%
Mexico7.1%
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

The Legend of Zelda: Breath of the Wild fans by region: top regions in United States
#RegionReachAffinity×
01Utah~10K1.45×
02Washington~30K1.29×
03Oregon~20K1.29×
04Idaho~6K1.20×
05Oklahoma~10K1.17×
06Kentucky~10K1.14×
07Arkansas~10K1.13×
08California~100K1.12×
09Alaska~2K1.11×
10Missouri~20K1.07×
11Colorado~20K1.06×
12Texas~70K1.05×
13Indiana~20K1.05×
14Virginia~30K1.04×
15Kansas~9K1.03×
16Maine~4K1.03×
17Arizona~20K1.02×
18Tennessee~20K1.02×
19Minnesota~20K1.02×
20West Virginia~5K1.02×
21Wisconsin~20K1.01×
22New Hampshire~4K1.01×
23Rhode Island~3K1.00×
24Montana~3K0.99×
25Ohio~30K0.98×
26Massachusetts~20K0.98×
27Nebraska~5K0.98×
28Vermont~2K0.98×
29North Carolina~30K0.97×
30Michigan~30K0.97×
31Hawaii~4K0.97×
32North Dakota~2K0.97×
33New Mexico~6K0.96×
34South Dakota~2K0.96×
35Wyoming~2K0.95×
36Alabama~10K0.94×
37Nevada~9K0.94×
38Iowa~8K0.94×
39Connecticut~9K0.93×
40Pennsylvania~30K0.92×
41South Carolina~10K0.92×
42Delaware~3K0.91×
43Florida~50K0.89×
44Maryland~20K0.89×
45Mississippi~7K0.89×
46Illinois~30K0.88×
47Georgia~30K0.88×
48New Jersey~20K0.87×
49Louisiana~10K0.86×
50New York~50K0.84×
Fig. 06

Affinity by region

Affinity by region — The Legend of Zelda: Breath of the Wild, United States
0.84×1.00×1.45×
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 The Legend of Zelda: Breath of the Wild audience vs. the country average
#·InterestCategoryAffinity×
01Harvest SnapsFood & Beverages75.00×
02Ni no KuniGames55.82×
03Black DesertGames45.97×
04The Legend of Zelda: Link's AwakeningGames31.68×
05The Legend of Zelda: Twilight PrincessGames27.90×
06High Point MarketHome & Garden25.61×
07Avengers (band)Music & Radio24.64×
08The Legend of Zelda (video game)Games23.48×
09The Legend of Zelda: Ocarina of TimeGames22.01×
10Hatsune MikuLiterature20.00×
11MangakaLiterature14.71×
12Music video gameMusic & Radio13.28×
13Tactical role-playing gameGames12.92×
14GamingGames12.81×
15Action role-playing gameGames9.12×
16The Legend of ZeldaGames8.71×
17Japanese artArts & Culture8.03×
18CrunchyrollGames7.45×
19Pokémon (video game series)Games6.68×
20Action-adventure gameGames6.38×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the The Legend of Zelda: Breath of the Wild audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the The Legend of Zelda: Breath of the Wild audience vs. the country average · What stands out
TraitClusterDeviationScore
Urban LifestyleOPEN1.40×
SpiritualityBALANCE1.35×
ExtroversionTHRILL1.26×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the The Legend of Zelda: Breath of the Wild audience vs. the country average · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.74×
Quality AwarenessPREMIUM0.82×
Design AffinityPREMIUM0.85×
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 The Legend of Zelda: Breath of the Wild over the last 12 months. Modelled, not counted; people interested in several video / board games count for each of them.
Data basis
Anonymised behavioural signals: search demand, social media signals, sponsorship and event data. Not a survey.
Period
10/2025 – 09/2026 · updated quarterly · data status Q3/2026
Confidence
high gender and age data available and an audience of at least 100,000 people

Cite as: “Rascasse Solution, Q3/2026, rascasse.com/explore/us/the-legend-of-zelda-breath-of-the-wild-165301” · Methodology