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.
The key figures that characterise the Attack on Titan (video game) profile in United States.
33.6% are female, 66.4% are male, average age 24.5.
| Metric | Value |
|---|---|
| Female | 33.6% |
| Male | 66.4% |
| Average age | 24.5 |
| Estimated audience size | 362,700 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 63% | |
| 20-29 | 26% | |
| 30-39 | 7% | |
| 40-49 | 3% | |
| 50+ | 1% |
of the worldwide Attack on Titan (video game) audience comes from United States.
| Country | Share |
|---|---|
| United States | 77.6% |
| Brazil | 11.7% |
| Indonesia | 4.8% |
The strongest cross-interests of the Attack on Titan (video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | AWAL | Music & Radio | 55.94× | ||
| 02 | Durand Jones & The Indications | Music & Radio | 49.12× | ||
| 03 | One Piece (video game) | Games | 45.88× | ||
| 04 | Bandung Institute of Technology | Business & Career | 45.62× | ||
| 05 | Airlangga University | Business & Career | 45.06× | ||
| 06 | Rivals | Music & Radio | 37.21× | ||
| 07 | Ray Lewis (track and field athlete) | Sports | 35.34× | ||
| 08 | Persona | Business & Career | 33.80× | ||
| 09 | San Bernardino Valley College | Business & Career | 31.31× | ||
| 10 | Anime world | Games | 30.83× | ||
| 11 | High Fidelity (film) | Movies & TV | 30.13× | ||
| 12 | EShakti | Shopping | 29.35× | ||
| 13 | Johor Bahru | Travel & Leisure | 27.49× | ||
| 14 | Soul Eater (manga) | Literature | 21.50× | ||
| 15 | Godzilla | Movies & TV | 19.98× | ||
| 16 | Bleach (anime) | Movies & TV | 17.67× | ||
| 17 | Amigos | Music & Radio | 15.08× | ||
| 18 | Lily Collins | Movies & TV | 10.70× | ||
| 19 | Dogma | Music & Radio | 9.95× | ||
| 20 | Inuyasha | Literature | 9.73× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Tradition | CONSERVATISM | 1.04× | |
| Early Adopter Mentality | POWER | 1.02× | |
| Urban Lifestyle | OPEN | 1.01× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.57× | |
| Community Orientation | OPEN | 0.60× | |
| Need for Security | CONSERVATISM | 0.62× |
Related profiles, rankings and the same audience in other markets.
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.
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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