Rascasse Audience Intelligence

Supercell (video game company) Target Market in United States

Supercell (video game company) has an estimated audience of 1.2M people in United States.

The average Supercell (video game company) fan in United States is 28.4 years old, more male, and lives primarily in California.

Most fans live in California, Texas, Florida.

Top affinities include Brawl Stars, Clash Royale, Clash of Clans, with strongest over-indexing on Brawl Stars (267.57× the country average).

Demographically, the Supercell (video game company) audience skews more male with an average age of 28.4, and over-indexes on personality traits such as Patriotism, Early Adopter Mentality.

The typical Supercell (video game company) fan in United States is more male, around 28.4 years old, with strong Patriotism tendencies and a notable affinity for Brawl Stars.

Category: Games · Type: Brand

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
1.2M
in United States
Gender
36.8%♀
63.2% male
Age
28.4
average years
Country rank
#21130
among all objects in United States
Fig. 01

Search interest · 12-month trend

-49%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Customer demographics of Supercell (video game company)

36.8% are female, 63.2% are male, average age 28.4.

Fig. 02

Gender split

36.8%
Female
63.2%
Male
Demographic split for Supercell (video game company) audience in United States
MetricValue
Female36.8%
Male63.2%
Average age28.4
Estimated audience size1.2M
Fig. 03

Age distribution

Ø 28.4
average years
Age distribution of the Supercell (video game company) audience in United States
Age bracketShare%
16-2452%
25-3424%
35-4412%
45-547%
55+4%
Fig. 04

Worldwide distribution

8.8%

of the worldwide Supercell (video game company) audience comes from United States.

Worldwide audience distribution share by country for Supercell (video game company)
CountryShare
Brazil13.9%
United States8.8%
Japan5.8%
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

Supercell (video game company) customers by region in United States
#RegionReachAffinity×
01Oklahoma~20K1.44×
02California~200K1.36×
03Texas~100K1.32×
04Nebraska~9K1.23×
05Kansas~10K1.22×
06Florida~90K1.17×
07Hawaii~6K1.16×
08Illinois~50K1.12×
09Iowa~10K1.12×
10Maryland~30K1.11×
11Utah~10K1.11×
12North Dakota~3K1.11×
13Georgia~50K1.10×
14New Jersey~40K1.10×
15Arizona~30K1.09×
16Minnesota~20K1.09×
17Indiana~30K1.08×
18New York~80K1.06×
19Washington~30K1.06×
20Nevada~10K1.06×
21Missouri~20K1.04×
22Virginia~30K1.01×
23Arkansas~10K1.01×
24North Carolina~40K1.00×
25South Dakota~3K1.00×
26Idaho~7K0.99×
27Kentucky~20K0.98×
28Oregon~20K0.98×
29Connecticut~10K0.98×
30Michigan~40K0.96×
31Wisconsin~20K0.95×
32Alaska~2K0.95×
33Ohio~40K0.94×
34New Mexico~7K0.94×
35Tennessee~20K0.93×
36Massachusetts~20K0.93×
37Alabama~20K0.93×
38Pennsylvania~40K0.92×
39Mississippi~10K0.91×
40Louisiana~20K0.89×
41Colorado~20K0.88×
42Delaware~3K0.88×
43South Carolina~20K0.87×
44Montana~3K0.87×
45Rhode Island~3K0.83×
46Washington, District of Columbia~2K0.83×
47New Hampshire~4K0.82×
48West Virginia~5K0.81×
49Maine~4K0.74×
50Vermont~2K0.70×
Fig. 06

Affinity by region

Affinity by region — Supercell (video game company), United States
0.70×1.00×1.44×
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 Supercell (video game company) audience vs. the country average
#·InterestCategoryAffinity×
01Brawl StarsGames267.57×
02Clash RoyaleGames200.84×
03Clash of ClansGames160.65×
04Google VoiceTechnology & Electronics70.63×
05Tower defenseGames62.96×
06The Legend of KorraMovies & TV47.64×
07Age of EmpiresGames36.40×
08SimCityGames34.64×
09Final FantasyGames21.07×
10David TennantMovies & TV19.10×
11GizmodoTechnology & Electronics18.34×
12Super Mario Bros.Games17.59×
13John GoodmanMovies & TV15.95×
14quoraInternet & Social Media14.37×
15Gaming computerTechnology & Electronics13.46×
16The VergeTechnology & Electronics12.14×
17DecorationHome & Garden8.97×
18Strategy gamesGames7.72×
19Mobile gameGames5.13×
20PokémonGames4.86×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Supercell (video game company) audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Supercell (video game company) audience vs. the country average · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM2.92×
Early Adopter MentalityPOWER1.79×
ExtroversionTHRILL1.39×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Supercell (video game company) audience vs. the country average · Rather not
TraitClusterDeviationScore
CreativityOPEN0.65×
Community OrientationOPEN0.70×
Design AffinityPREMIUM0.70×
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 Supercell (video game company) 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
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/supercell-video-game-company-44069” · Methodology