Rascasse Audience Intelligence

Sony Computer Entertainment Target Market in United States

Sony Computer Entertainment has an estimated audience of 1,315 people in United States.

#25among Video game developer in United States
#18592among Brand in United States#5261in Games

The average Sony Computer Entertainment fan in United States is 37.4 years old, more male, and lives primarily in California.

By number of fans, Sony Computer Entertainment ranks #25 among the 27 objects in Video game developer in United States — 0.0× the group median.

Its fans are 5.3 years older than the group average of 32.1.

Women make up 41.4% of the fan base, 9.9 percentage points more than the group average.

Compared with the other 26 objects in Video game developer, Sony Computer Entertainment fans stand out for their interest in Battlefield 4, Chromebook and Circuit de Spa-Francorchamps.

Interest is seasonal: January, February and December account for 49% of the year's searches, October is the quietest month.

Most fans live in California, Texas, Florida.

Top affinities include Battlefield 4, Chromebook, Circuit de Spa-Francorchamps, with strongest over-indexing on Battlefield 4 (50.09× the country average).

Demographically, the Sony Computer Entertainment audience skews more male with an average age of 37.4, and over-indexes on personality traits such as Indulgence, Convenience Orientation.

The typical Sony Computer Entertainment fan in United States is more male, around 37.4 years old, with strong Indulgence tendencies and a notable affinity for Battlefield 4.

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

Data status: Q2/2026 · Source & method

Section 01

At a glance

Audience size
1K
in United States
Gender
41.4%♀
58.6% male
Age
37.4
average years
Country rank
#186154
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

Customer demographics of Sony Computer Entertainment

41.4% are female, 58.6% are male, average age 37.4.

Fig. 02

Gender split

41.4%
Female
58.6%
Male
Demographic split for Sony Computer Entertainment audience in United States
MetricValue
Female41.4%
Male58.6%
Average age37.4
Estimated audience size1,315
Fig. 03

Age distribution

Ø 37.4
average years
Age distribution of the Sony Computer Entertainment audience in United States
Age bracketShare%
16-2429%
25-3420%
35-4415%
45-5415%
55+20%
Fig. 04

Worldwide distribution

1.6%

of the worldwide Sony Computer Entertainment audience comes from United States.

Worldwide audience distribution share by country for Sony Computer Entertainment
CountryShare
Brazil28.2%
United Kingdom18.5%
Indonesia11.9%
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

Sony Computer Entertainment customers by region in United States
#RegionReachAffinity×
01North Dakota<1K1.94×
02California<1K1.50×
03Vermont<1K1.11×
04Rhode Island<1K1.06×
05Delaware<1K1.06×
06South Dakota<1K1.06×
07Arkansas<1K1.05×
08Montana<1K1.05×
09West Virginia<1K1.04×
10Hawaii<1K1.04×
11Maine<1K1.04×
12Alaska<1K1.02×
13Nebraska<1K1.01×
14Idaho<1K1.01×
15New Hampshire<1K1.01×
16Washington, District of Columbia<1K1.01×
17Mississippi<1K1.00×
18New Mexico<1K1.00×
19Nevada<1K0.99×
20Kansas<1K0.98×
21Louisiana<1K0.97×
22Iowa<1K0.97×
23Kentucky<1K0.96×
24Oklahoma<1K0.96×
25Connecticut<1K0.96×
26Utah<1K0.96×
27Minnesota<1K0.95×
28Alabama<1K0.95×
29South Carolina<1K0.94×
30Oregon<1K0.94×
31Washington<1K0.93×
32Indiana<1K0.93×
33Missouri<1K0.93×
34Wisconsin<1K0.93×
35Ohio<1K0.92×
36Tennessee<1K0.92×
37Maryland<1K0.92×
38Colorado<1K0.92×
39New Jersey<1K0.91×
40Arizona<1K0.91×
41Massachusetts<1K0.91×
42Virginia<1K0.90×
43Georgia<1K0.89×
44Michigan<1K0.89×
45Illinois<1K0.88×
46North Carolina<1K0.88×
47Pennsylvania<1K0.87×
48Texas<1K0.85×
49New York<1K0.82×
50Florida<1K0.80×
Fig. 06

Affinity by region

Affinity by region — Sony Computer Entertainment, United States
0.80×1.00×1.94×
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 Sony Computer Entertainment audience vs. the country average
#·InterestCategoryAffinity×
01Battlefield 4Games50.09×
02ChromebookTechnology & Electronics39.04×
03Circuit de Spa-FrancorchampsSports20.00×
04SkullcandyTechnology & Electronics19.47×
05PhotovoltaicsHome & Garden7.14×
06Best BuyShopping6.68×
07IHeartRadioMusic & Radio6.05×
08Dow Jones Industrial AverageBusiness & Career5.56×
09Rotten TomatoesMovies & TV5.27×
10Renewable energyBusiness & Career5.13×
11Digital photographyBusiness & Career4.48×
12Sustainable energyHome & Garden4.37×
13Solar energyHome & Garden4.25×
14Computer hardwareTechnology & Electronics4.21×
15FedExBusiness & Career3.31×
16RedditInternet & Social Media2.64×
17Mortgage loansBusiness & Career2.59×
18McDonald'sFood & Beverages2.46×
19SubwayFood & Beverages2.40×
20Pizza HutFood & Beverages2.32×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Sony Computer Entertainment audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Sony Computer Entertainment audience vs. the country average · What stands out
TraitClusterDeviationScore
IndulgenceJOY2.95×
Convenience OrientationPREMIUM2.12×
Family OrientationCONSERVATISM1.83×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Sony Computer Entertainment audience vs. the country average · Rather not
TraitClusterDeviationScore
TraditionCONSERVATISM0.57×
DIY MentalityTHRILL0.75×
CreativityOPEN0.77×
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 Sony Computer Entertainment 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
medium gender data available, but no age data or fewer than 100,000 people; read demographics as a tendency

Cite as: “Rascasse Solution, Q2/2026, rascasse.com/explore/us/sony-computer-entertainment-16721” · Methodology