Rascasse Audience Intelligence

BlizzCon Audience in United States

BlizzCon has an estimated audience of 509K people in United States.

The average BlizzCon fan in United States is 36.1 years old, balanced, and lives primarily in California.

Interest is seasonal: September, October and November account for 61% of the year's searches, December is the quietest month.

Most fans live in California, Texas, Florida.

Top affinities include Crackdown 2, Tom Clancy's Ghost Recon (2001 video game), Evolve (video game), with strongest over-indexing on Crackdown 2 (191.87× the country average).

Demographically, the BlizzCon audience skews balanced with an average age of 36.1, and over-indexes on personality traits such as Patriotism, Social Media Usage.

The typical BlizzCon fan in United States is balanced, around 36.1 years old, with strong Patriotism tendencies and a notable affinity for Crackdown 2.

Category: Games · Type: Event

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
509K
in United States
Gender
52.0%♀
48.0% male
Age
36.1
average years
Country rank
#37743
among all objects in United States
Fig. 01

Search interest · 12-month trend

+2500%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of BlizzCon fans

52.0% are female, 48.0% are male, average age 36.1.

Fig. 02

Gender split

52.0%
Female
48.0%
Male
Demographic split for BlizzCon audience in United States
MetricValue
Female52.0%
Male48.0%
Average age36.1
Estimated audience size509K
Fig. 03

Age distribution

Ø 36.1
average years
Age distribution of the BlizzCon audience in United States
Age bracketShare%
16-2425%
25-3425%
35-4421%
45-5418%
55+11%
Fig. 04

Worldwide distribution

31.5%

of the worldwide BlizzCon audience comes from United States.

Worldwide audience distribution share by country for BlizzCon
CountryShare
United States31.5%
Brazil12.7%
Japan10.8%
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

BlizzCon fans by region: top regions in United States
#RegionReachAffinity×
01California~100K2.37×
02Washington~20K1.68×
03Nevada~8K1.59×
04Oregon~9K1.36×
05Utah~7K1.32×
06Arizona~10K1.24×
07Colorado~10K1.17×
08Idaho~3K1.15×
09Alaska~1K1.15×
10North Dakota~1K1.07×
11Virginia~10K1.05×
12Vermont<1K1.02×
13South Dakota~1K1.01×
14Hawaii~2K1.00×
15New Hampshire~2K1.00×
16Montana~2K1.00×
17Maryland~9K0.98×
18Oklahoma~6K0.98×
19Texas~30K0.97×
20Minnesota~8K0.97×
21Maine~2K0.97×
22Kansas~4K0.96×
23Rhode Island~2K0.96×
24Missouri~9K0.95×
25New Mexico~3K0.95×
26Delaware~1K0.95×
27Florida~30K0.94×
28Illinois~20K0.94×
29Ohio~20K0.94×
30Massachusetts~10K0.94×
31Wisconsin~8K0.94×
32Kentucky~6K0.94×
33West Virginia~3K0.94×
34Washington, District of Columbia<1K0.93×
35Arkansas~4K0.92×
36Nebraska~3K0.91×
37Tennessee~10K0.88×
38Louisiana~6K0.88×
39Iowa~4K0.88×
40Connecticut~5K0.87×
41Indiana~9K0.86×
42Mississippi~4K0.86×
43New York~30K0.85×
44Pennsylvania~20K0.85×
45Michigan~10K0.85×
46New Jersey~10K0.84×
47Georgia~10K0.83×
48Alabama~6K0.82×
49North Carolina~10K0.81×
50South Carolina~7K0.79×
Fig. 06

Affinity by region

Affinity by region — BlizzCon, United States
0.79×1.00×2.37×
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 BlizzCon audience vs. the country average
#·InterestCategoryAffinity×
01Crackdown 2Games191.87×
02Tom Clancy's Ghost Recon (2001 video game)Games173.85×
03Evolve (video game)Games167.35×
04Electronic Entertainment ExpoBusiness & Career153.00×
05CrackdownGames148.03×
06JoystiqInternet & Social Media147.96×
07DreamHackSports112.89×
08Fractal DesignTechnology & Electronics103.69×
09Monster Hunter 4Games80.78×
10Micro CenterShopping73.13×
11NeweggShopping47.86×
12SteelSeriesGames44.83×
13Polygon (website)Games43.36×
14Fry's ElectronicsShopping43.07×
15KotakuGames40.78×
16UbisoftGames36.23×
17Tom Clancy's Rainbow Six SiegeGames35.22×
18GameSpotGames33.06×
19Advanced Micro DevicesTechnology & Electronics24.24×
20GameStopGames12.32×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the BlizzCon audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the BlizzCon audience vs. the country average · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM1.80×
Social Media UsageJOY1.62×
Early Adopter MentalityPOWER1.62×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the BlizzCon audience vs. the country average · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.69×
Quality AwarenessPREMIUM0.74×
Pet OwnershipJOY0.85×
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 BlizzCon over the last 12 months. Modelled, not counted; people interested in several events 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/blizzcon-29543” · Methodology