Rascasse Audience Intelligence

Attack on Titan (video game) Audience in United States

A data profile of the people who buy, follow and care about Attack on Titan (video game) in United States — modelled from more than twelve digital signal sources. Attack on Titan (video game) has an estimated audience of 362,700 people in United States.

Attack on Titan (video game) has an estimated audience of 362,700 people in United States. 33.6% are female, 66.4% are male, average age 24.5. Top brand affinities: Godzilla, Ray Lewis (track and field athlete), San Bernardino Valley College, One Piece (video game), Anime world.

Top brand affinities include Godzilla, Ray Lewis (track and field athlete), San Bernardino Valley College, with strongest over-indexing on Godzilla (19.98× the country average).

Demographically, the Attack on Titan (video game) audience skews more male with an average age of 24.5, and over-indexes on personality traits such as Tradition, Early Adopter Mentality.

The typical Attack on Titan (video game) fan in United States is more male, around 24.5 years old, with strong Tradition tendencies and a notable affinity for Godzilla.

Category: Games · Type: Video / Board Game

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Attack on Titan (video game) profile in United States.

Audience size
363K
in United States
Gender
33.6%
66.4% male
Age
24.5
average years
Country rank
#43789
Video / Board Game in United States
Fig. 01

Search interest · 12-month trend

-6%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Attack on Titan (video game) fans

33.6% are female, 66.4% are male, average age 24.5.

Fig. 02

Gender split

33.6%
Female
66.4%
Male
Demographic split for Attack on Titan (video game) audience in United States
MetricValue
Female33.6%
Male66.4%
Average age24.5
Estimated audience size362,700
Fig. 03

Age distribution

Ø 24.5
average years
Age distribution of the Attack on Titan (video game) audience in United States
Age bracketShare%
16-1963%
20-2926%
30-397%
40-493%
50+1%
Fig. 04

Worldwide distribution

77.6%

of the worldwide Attack on Titan (video game) audience comes from United States.

Worldwide audience distribution share by country for Attack on Titan (video game)
CountryShare
United States77.6%
Brazil11.7%
Indonesia4.8%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Attack on Titan (video game) audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Attack on Titan (video game) audience
#·InterestCategoryAffinity×
01AWALMusic & Radio55.94×
02Durand Jones & The IndicationsMusic & Radio49.12×
03One Piece (video game)Games45.88×
04Bandung Institute of TechnologyBusiness & Career45.62×
05Airlangga UniversityBusiness & Career45.06×
06RivalsMusic & Radio37.21×
07Ray Lewis (track and field athlete)Sports35.34×
08PersonaBusiness & Career33.80×
09San Bernardino Valley CollegeBusiness & Career31.31×
10Anime worldGames30.83×
11High Fidelity (film)Movies & TV30.13×
12EShaktiShopping29.35×
13Johor BahruTravel & Leisure27.49×
14Soul Eater (manga)Literature21.50×
15GodzillaMovies & TV19.98×
16Bleach (anime)Movies & TV17.67×
17AmigosMusic & Radio15.08×
18Lily CollinsMovies & TV10.70×
19DogmaMusic & Radio9.95×
20InuyashaLiterature9.73×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Attack on Titan (video game) audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Attack on Titan (video game) audience · What stands out
TraitClusterDeviationScore
TraditionCONSERVATISM1.04×
Early Adopter MentalityPOWER1.02×
Urban LifestyleOPEN1.01×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Attack on Titan (video game) audience · Rather not
TraitClusterDeviationScore
CreativityOPEN0.57×
Community OrientationOPEN0.60×
Need for SecurityCONSERVATISM0.62×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in United States who actively search for Attack on Titan (video game). Affinity is an over-index ratio: 2.0× means the audience is twice as likely to engage with that brand or trait as the country average. Reach is the estimated number of audience members in a region. Regional and brand-affinity tables are sorted from strongest signal to weakest.

About this audience profile

This audience profile is generated by Rascasse from anonymized search-behavior signals across United States. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.

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