Rascasse Audience Intelligence

The Legend of Zelda (video game) Audience in United States

The Legend of Zelda (video game) has an estimated audience of 1.7M people in United States.

#26among Action-Adventure in United States
#177among games in United States
#360in Games

The average The Legend of Zelda (video game) fan in United States is 32.0 years old, more male, and lives primarily in California.

By number of fans, The Legend of Zelda (video game) ranks #29 among the 442 objects in Action-Adventure in United States — 1.9× the group median.

Women make up 26.0% of the fan base, 6.2 percentage points fewer than the group average.

Compared with the other 441 objects in Action-Adventure, The Legend of Zelda (video game) fans stand out for their interest in Missy Elliott, Avaya and Super Mario Galaxy.

Most fans live in California, Texas, Florida.

Top affinities include Missy Elliott, Avaya, Super Mario Galaxy, with strongest over-indexing on Missy Elliott (90.79× the country average).

Demographically, the The Legend of Zelda (video game) audience skews more male with an average age of 32.0, and over-indexes on personality traits such as Community Orientation, Early Adopter Mentality.

The typical The Legend of Zelda (video game) fan in United States is more male, around 32.0 years old, with strong Community Orientation tendencies and a notable affinity for Missy Elliott.

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

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
1.7M
in United States
Gender
26.0%♀
74.0% male
Age
32.0
average years
Country rank
#16345
among all objects in United States
Fig. 01

Search interest · 12-month trend

-8%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of The Legend of Zelda (video game) fans

26.0% are female, 74.0% are male, average age 32.0.

Fig. 02

Gender split

26.0%
Female
74.0%
Male
Demographic split for The Legend of Zelda (video game) audience in United States
MetricValue
Female26.0%
Male74.0%
Average age32.0
Estimated audience size1.7M
Fig. 03

Age distribution

Ø 32.0
average years
Age distribution of the The Legend of Zelda (video game) audience in United States
Age bracketShare%
16-2432%
25-3431%
35-4423%
45-5410%
55+4%
Fig. 04

Worldwide distribution

31.2%

of the worldwide The Legend of Zelda (video game) audience comes from United States.

Worldwide audience distribution share by country for The Legend of Zelda (video game)
CountryShare
United States31.2%
France8.1%
Japan6.4%
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 (video game) fans by region: top regions in United States
#RegionReachAffinity×
01Utah~30K1.71×
02Oklahoma~30K1.50×
03Idaho~10K1.46×
04Alaska~5K1.35×
05Arkansas~20K1.33×
06Washington~50K1.25×
07Indiana~40K1.25×
08Oregon~30K1.20×
09Kentucky~30K1.17×
10West Virginia~10K1.17×
11Missouri~40K1.13×
12New Mexico~10K1.08×
13Vermont~4K1.07×
14Alabama~30K1.06×
15Kansas~20K1.06×
16Maine~7K1.06×
17Montana~6K1.06×
18Arizona~40K1.05×
19New Hampshire~7K1.03×
20Ohio~60K1.02×
21Michigan~50K1.02×
22Texas~100K0.99×
23Iowa~20K0.98×
24Nebraska~10K0.98×
25Tennessee~40K0.97×
26Wisconsin~30K0.97×
27North Dakota~4K0.97×
28Wyoming~3K0.97×
29Nevada~20K0.96×
30Florida~100K0.95×
31Colorado~30K0.94×
32South Dakota~4K0.94×
33Louisiana~20K0.93×
34Mississippi~10K0.92×
35North Carolina~50K0.91×
36Pennsylvania~60K0.89×
37Virginia~40K0.89×
38Minnesota~30K0.88×
39Georgia~50K0.86×
40California~200K0.85×
41South Carolina~20K0.85×
42Illinois~50K0.82×
43Maryland~30K0.82×
44Connecticut~20K0.82×
45Rhode Island~4K0.81×
46Delaware~4K0.76×
47New York~80K0.75×
48Hawaii~6K0.75×
49New Jersey~30K0.73×
50Massachusetts~30K0.73×
Fig. 06

Affinity by region

Affinity by region — The Legend of Zelda (video game), United States
0.73×1.00×1.71×
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 (video game) audience vs. the country average
#·InterestCategoryAffinity×
01Missy ElliottMusic & Radio90.79×
02AvayaTechnology & Electronics76.30×
03Super Mario GalaxyGames63.56×
04International educationBusiness & Career42.67×
05Diablo (series)Games37.61×
06Chrono TriggerGames34.55×
07Fire EmblemGames31.73×
08Freddy vs. JasonMovies & TV31.38×
09The Legend of ZeldaGames28.49×
10Birds of Prey (TV series)Movies & TV24.76×
11ArrowMovies & TV13.17×
12Magic: The GatheringGames11.13×
13Disneyland ParisTravel & Leisure10.45×
14RetrogamingGames10.02×
15Collectible card gameGames9.16×
16Action role-playing gameGames9.06×
17PokémonGames7.91×
18Action-adventure gameGames7.05×
19GameStopGames6.61×
20Anime and manga fandomLiterature5.98×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the The Legend of Zelda (video game) audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the The Legend of Zelda (video game) audience vs. the country average · What stands out
TraitClusterDeviationScore
Community OrientationOPEN2.24×
Early Adopter MentalityPOWER2.20×
Pet OwnershipJOY1.98×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the The Legend of Zelda (video game) audience vs. the country average · Rather not
TraitClusterDeviationScore
Family OrientationCONSERVATISM0.59×
Career OrientationPOWER0.74×
Quality AwarenessPREMIUM0.76×
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 (video game) 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-video-game-155263” · Methodology