A data profile of the people who buy, follow and care about Construction and management simulation in United States — modelled from more than twelve digital signal sources. Construction and management simulation has an estimated audience of 2,948,415 people in United States.
The average Construction and management simulation fan in United States is 34.8 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Duke Energy, Phillips 66, Battlefield 4, with strongest over-indexing on Duke Energy (16.24× the country average).
Demographically, the Construction and management simulation audience skews more male with an average age of 34.8, and over-indexes on personality traits such as Need for Security, Patriotism.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 41 regions tracked by Rascasse.
The typical Construction and management simulation fan in United States is more male, around 34.8 years old, with strong Need for Security tendencies and a notable affinity for Duke Energy.
The key figures that characterise the Construction and management simulation profile in United States.
36.5% are female, 63.5% are male, average age 34.8.
| Metric | Value |
|---|---|
| Female | 36.5% |
| Male | 63.5% |
| Average age | 34.8 |
| Estimated audience size | 2,948,415 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 27% | |
| 20-29 | 25% | |
| 30-39 | 22% | |
| 40-49 | 16% | |
| 50+ | 10% |
Where the Construction and management simulation audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Montana | ~10K | 1.32× | |
| 02 | Kentucky | ~40K | 1.19× | |
| 03 | West Virginia | ~20K | 1.19× | |
| 04 | Maine | ~10K | 1.19× | |
| 05 | Idaho | ~20K | 1.14× | |
| 06 | New Mexico | ~20K | 1.11× | |
| 07 | Nebraska | ~20K | 1.11× | |
| 08 | Mississippi | ~30K | 1.09× | |
| 09 | Arkansas | ~30K | 1.06× | |
| 10 | Kansas | ~20K | 1.04× | |
| 11 | Iowa | ~30K | 1.03× | |
| 12 | Louisiana | ~40K | 1.01× | |
| 13 | Oklahoma | ~30K | 1.01× | |
| 14 | Utah | ~30K | 1.01× | |
| 15 | Connecticut | ~30K | 1.00× | |
| 16 | Nevada | ~30K | 1.00× | |
| 17 | Alabama | ~40K | 0.99× | |
| 18 | Oregon | ~30K | 0.99× | |
| 19 | Missouri | ~50K | 0.97× | |
| 20 | South Carolina | ~40K | 0.97× | |
| 21 | Wisconsin | ~40K | 0.97× | |
| 22 | Indiana | ~50K | 0.96× | |
| 23 | Colorado | ~40K | 0.96× | |
| 24 | Minnesota | ~40K | 0.96× | |
| 25 | Tennessee | ~60K | 0.95× | |
| 26 | Maryland | ~50K | 0.95× | |
| 27 | Virginia | ~70K | 0.94× | |
| 28 | Arizona | ~60K | 0.94× | |
| 29 | Washington | ~60K | 0.94× | |
| 30 | Massachusetts | ~50K | 0.94× | |
| 31 | Ohio | ~80K | 0.93× | |
| 32 | Georgia | ~80K | 0.93× | |
| 33 | North Carolina | ~80K | 0.93× | |
| 34 | Michigan | ~70K | 0.93× | |
| 35 | New Jersey | ~70K | 0.93× | |
| 36 | Pennsylvania | ~90K | 0.92× | |
| 37 | Illinois | ~90K | 0.92× | |
| 38 | Florida | ~200K | 0.91× | |
| 39 | New York | ~100K | 0.90× | |
| 40 | Texas | ~200K | 0.89× | |
| 41 | California | ~300K | 0.85× |
The strongest cross-interests of the Construction and management simulation audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Baker Hughes | Business & Career | 46.36× | ||
| 02 | Battlefield 4 | Games | 36.98× | ||
| 03 | The Sims Resource | Games | 23.90× | ||
| 04 | SunPower | Home & Garden | 22.14× | ||
| 05 | Phillips 66 | Business & Career | 21.94× | ||
| 06 | Halliburton | Business & Career | 21.89× | ||
| 07 | General Electric | Home & Garden | 19.09× | ||
| 08 | Duke Energy | Home & Garden | 16.24× | ||
| 09 | City-building game | Games | 14.60× | ||
| 10 | Electronic Arts | Games | 13.85× | ||
| 11 | Exxon | Cars & Mobility | 9.23× | ||
| 12 | Assassin's Creed | Games | 7.09× | ||
| 13 | Jurassic World | Movies & TV | 5.75× | ||
| 14 | Strategy games | Games | 5.02× | ||
| 15 | Massively multiplayer online games | Games | 4.84× | ||
| 16 | Simulation games | Games | 4.69× | ||
| 17 | Pokémon | Games | 4.19× | ||
| 18 | Dump truck | Cars & Mobility | 3.61× | ||
| 19 | Mobile game | Games | 3.00× | ||
| 20 | Pizza Hut | Food & Beverages | 2.30× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 1.70× | |
| Patriotism | CONSERVATISM | 1.69× | |
| Early Adopter Mentality | POWER | 1.33× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.62× | |
| Design Affinity | PREMIUM | 0.67× | |
| Sustainability | BALANCE | 0.72× |
Construction and management simulation has an estimated audience of 2,948,415 people in United States, concentrated in California and Texas.
36.5% of Construction and management simulation fans are female, 63.5% are male, with an average age of 34.8 years.
Construction and management simulation fans show strongest brand affinity for Duke Energy (16.24×), Phillips 66 (21.94×), and Battlefield 4 (36.98×) over the country average.
Construction and management simulation fans in United States are most concentrated in California (reach ~300K), Texas (reach ~200K), and Florida (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Construction and management simulation itself, the audience over-indexes on Phillips 66 (21.94×), Battlefield 4 (36.98×), Exxon (9.23×), and Baker Hughes (46.36×) 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 Construction and management simulation. 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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