A data profile of the people who buy, follow and care about Civilization (video game) in United States — modelled from more than twelve digital signal sources. Civilization (video game) has an estimated audience of 353,742 people in United States.
The average Civilization (video game) fan in United States is 34.4 years old, balanced, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Micro Center, Strategy games, Linux, with strongest over-indexing on Micro Center (14.61× the country average).
Demographically, the Civilization (video game) audience skews balanced with an average age of 34.4, and over-indexes on personality traits such as Patriotism, Early Adopter Mentality.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Civilization (video game) fan in United States is balanced, around 34.4 years old, with strong Patriotism tendencies and a notable affinity for Micro Center.
The key figures that characterise the Civilization (video game) profile in United States.
51.5% are female, 48.5% are male, average age 34.4.
| Metric | Value |
|---|---|
| Female | 51.5% |
| Male | 48.5% |
| Average age | 34.4 |
| Estimated audience size | 353,742 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 29% | |
| 20-29 | 25% | |
| 30-39 | 19% | |
| 40-49 | 18% | |
| 50+ | 10% |
of the worldwide Civilization (video game) audience comes from United States.
| Country | Share |
|---|---|
| United States | 29.0% |
| China | 11.2% |
| Japan | 5.4% |
Where the Civilization (video game) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Washington | ~10K | 1.34× | |
| 02 | Oregon | ~5K | 1.18× | |
| 03 | Utah | ~4K | 1.15× | |
| 04 | Massachusetts | ~8K | 1.14× | |
| 05 | Washington, District of Columbia | ~1K | 1.12× | |
| 06 | Virginia | ~9K | 1.09× | |
| 07 | Oklahoma | ~4K | 1.09× | |
| 08 | Missouri | ~6K | 1.08× | |
| 09 | Alaska | <1K | 1.08× | |
| 10 | Kansas | ~3K | 1.07× | |
| 11 | Colorado | ~6K | 1.06× | |
| 12 | California | ~40K | 1.05× | |
| 13 | Illinois | ~10K | 1.05× | |
| 14 | Maryland | ~6K | 1.05× | |
| 15 | New Hampshire | ~1K | 1.05× | |
| 16 | Montana | ~1K | 1.03× | |
| 17 | Vermont | <1K | 1.03× | |
| 18 | Michigan | ~9K | 1.02× | |
| 19 | Idaho | ~2K | 1.02× | |
| 20 | South Dakota | <1K | 1.02× | |
| 21 | Indiana | ~7K | 1.01× | |
| 22 | Wisconsin | ~5K | 1.01× | |
| 23 | Minnesota | ~5K | 1.01× | |
| 24 | Kentucky | ~4K | 1.01× | |
| 25 | North Dakota | <1K | 1.01× | |
| 26 | Arkansas | ~3K | 0.99× | |
| 27 | Nebraska | ~2K | 0.99× | |
| 28 | Hawaii | ~2K | 0.99× | |
| 29 | Maine | ~1K | 0.99× | |
| 30 | New York | ~20K | 0.98× | |
| 31 | Ohio | ~10K | 0.98× | |
| 32 | Iowa | ~3K | 0.98× | |
| 33 | Connecticut | ~3K | 0.97× | |
| 34 | Rhode Island | ~1K | 0.97× | |
| 35 | West Virginia | ~2K | 0.96× | |
| 36 | Pennsylvania | ~10K | 0.95× | |
| 37 | North Carolina | ~10K | 0.95× | |
| 38 | Arizona | ~7K | 0.95× | |
| 39 | Tennessee | ~7K | 0.94× | |
| 40 | Nevada | ~3K | 0.92× | |
| 41 | New Mexico | ~2K | 0.92× | |
| 42 | Texas | ~30K | 0.91× | |
| 43 | New Jersey | ~8K | 0.91× | |
| 44 | Delaware | <1K | 0.91× | |
| 45 | Georgia | ~10K | 0.90× | |
| 46 | Mississippi | ~3K | 0.90× | |
| 47 | Alabama | ~4K | 0.89× | |
| 48 | Louisiana | ~4K | 0.89× | |
| 49 | South Carolina | ~5K | 0.85× | |
| 50 | Florida | ~20K | 0.81× |
The strongest cross-interests of the Civilization (video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Need for Speed | Games | 19.07× | ||
| 02 | Fry's Electronics | Shopping | 18.86× | ||
| 03 | SteelSeries | Games | 17.44× | ||
| 04 | City-building game | Games | 15.85× | ||
| 05 | Micro Center | Shopping | 14.61× | ||
| 06 | Strategy games | Games | 14.16× | ||
| 07 | Newegg | Shopping | 9.72× | ||
| 08 | Nvidia | Technology & Electronics | 9.35× | ||
| 09 | Magic: The Gathering | Games | 8.72× | ||
| 10 | Tokyo | Travel & Leisure | 7.27× | ||
| 11 | Collectible card game | Games | 6.47× | ||
| 12 | Steam | Games | 5.96× | ||
| 13 | Linux | Technology & Electronics | 5.82× | ||
| 14 | GameStop | Games | 4.75× | ||
| 15 | Pokémon | Games | 4.16× | ||
| 16 | Mobile game | Games | 3.51× | ||
| 17 | Subway | Food & Beverages | 3.07× | ||
| 18 | Android (operating system) | Technology & Electronics | 3.03× | ||
| 19 | Pizza Hut | Food & Beverages | 3.02× | ||
| 20 | Video games | Games | 2.00× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 3.08× | |
| Early Adopter Mentality | POWER | 2.06× | |
| Convenience Orientation | PREMIUM | 2.03× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.53× | |
| Creativity | OPEN | 0.57× | |
| Healthy Lifestyle | BALANCE | 0.72× |
Civilization (video game) has an estimated audience of 353,742 people in United States, concentrated in California and Texas.
51.5% of Civilization (video game) fans are female, 48.5% are male, with an average age of 34.4 years.
Civilization (video game) fans show strongest brand affinity for Micro Center (14.61×), Strategy games (14.16×), and Linux (5.82×) over the country average.
Civilization (video game) fans in United States are most concentrated in California (reach ~40K), Texas (reach ~30K), and Florida (reach ~20K). These three regions account for the largest share of the active audience.
Beyond Civilization (video game) itself, the audience over-indexes on Strategy games (14.16×), Linux (5.82×), Need for Speed (19.07×), and Android (operating system) (3.03×) compared to the United States average.
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 Civilization (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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