A data profile of the people who buy, follow and care about Dota 2 in United States — modelled from more than twelve digital signal sources. Dota 2 has an estimated audience of 339,638 people in United States.
The average Dota 2 fan in United States is 28.1 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Counter-Strike: Global Offensive, League of Legends, Electronic sports, with strongest over-indexing on Counter-Strike: Global Offensive (15.6× the country average).
Demographically, the Dota 2 audience skews more male with an average age of 28.1, and over-indexes on personality traits such as Social Media Usage, 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 Dota 2 fan in United States is more male, around 28.1 years old, with strong Social Media Usage tendencies and a notable affinity for Counter-Strike: Global Offensive.
The key figures that characterise the Dota 2 profile in United States.
30.9% are female, 69.1% are male, average age 28.1.
| Metric | Value |
|---|---|
| Female | 30.9% |
| Male | 69.1% |
| Average age | 28.1 |
| Estimated audience size | 339,638 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 52% | |
| 20-29 | 22% | |
| 30-39 | 12% | |
| 40-49 | 8% | |
| 50+ | 5% |
Where the Dota 2 audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Washington | ~10K | 1.61× | |
| 02 | California | ~60K | 1.60× | |
| 03 | Oregon | ~5K | 1.29× | |
| 04 | Utah | ~4K | 1.28× | |
| 05 | Florida | ~30K | 1.20× | |
| 06 | Hawaii | ~2K | 1.20× | |
| 07 | Virginia | ~10K | 1.17× | |
| 08 | Texas | ~30K | 1.15× | |
| 09 | Alaska | <1K | 1.15× | |
| 10 | New York | ~20K | 1.13× | |
| 11 | Nevada | ~4K | 1.13× | |
| 12 | Georgia | ~10K | 1.09× | |
| 13 | New Jersey | ~9K | 1.08× | |
| 14 | North Dakota | <1K | 1.07× | |
| 15 | Washington, District of Columbia | ~1K | 1.06× | |
| 16 | Massachusetts | ~7K | 1.05× | |
| 17 | Oklahoma | ~4K | 1.05× | |
| 18 | Illinois | ~10K | 1.04× | |
| 19 | Idaho | ~2K | 1.04× | |
| 20 | Kansas | ~3K | 1.03× | |
| 21 | Arizona | ~7K | 1.00× | |
| 22 | Colorado | ~5K | 0.99× | |
| 23 | Nebraska | ~2K | 0.99× | |
| 24 | Minnesota | ~5K | 0.98× | |
| 25 | Maryland | ~6K | 0.95× | |
| 26 | Connecticut | ~3K | 0.95× | |
| 27 | New Hampshire | ~1K | 0.95× | |
| 28 | North Carolina | ~10K | 0.94× | |
| 29 | Missouri | ~5K | 0.94× | |
| 30 | Wisconsin | ~5K | 0.94× | |
| 31 | Kentucky | ~4K | 0.94× | |
| 32 | Rhode Island | ~1K | 0.94× | |
| 33 | Indiana | ~6K | 0.93× | |
| 34 | South Carolina | ~5K | 0.92× | |
| 35 | New Mexico | ~2K | 0.92× | |
| 36 | Pennsylvania | ~10K | 0.91× | |
| 37 | Arkansas | ~3K | 0.90× | |
| 38 | Vermont | <1K | 0.90× | |
| 39 | Michigan | ~8K | 0.89× | |
| 40 | South Dakota | <1K | 0.89× | |
| 41 | Tennessee | ~6K | 0.88× | |
| 42 | Alabama | ~4K | 0.88× | |
| 43 | Maine | ~1K | 0.88× | |
| 44 | Iowa | ~2K | 0.87× | |
| 45 | Montana | <1K | 0.86× | |
| 46 | Delaware | <1K | 0.85× | |
| 47 | West Virginia | ~1K | 0.84× | |
| 48 | Ohio | ~9K | 0.83× | |
| 49 | Louisiana | ~3K | 0.78× | |
| 50 | Mississippi | ~2K | 0.74× |
The strongest cross-interests of the Dota 2 audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Shadow of the Colossus | Games | 38.27× | ||
| 02 | Guild Wars | Games | 35.84× | ||
| 03 | Dishonored | Games | 34.44× | ||
| 04 | Chrono Trigger | Games | 32.84× | ||
| 05 | Battlefield 4 | Games | 24.85× | ||
| 06 | Age of Empires | Games | 21.56× | ||
| 07 | Counter-Strike: Global Offensive | Games | 15.60× | ||
| 08 | Counter-Strike | Games | 15.37× | ||
| 09 | Electronic sports | Sports | 13.54× | ||
| 10 | Multiplayer online battle arena | Games | 13.17× | ||
| 11 | League of Legends | Games | 11.25× | ||
| 12 | Epic Games | Games | 6.80× | ||
| 13 | PC game | Games | 6.49× | ||
| 14 | Gaming computer | Technology & Electronics | 6.19× | ||
| 15 | Massively multiplayer online games | Games | 6.09× | ||
| 16 | World of Warcraft | Games | 6.04× | ||
| 17 | Twitch | Games | 5.15× | ||
| 18 | Anime convention | Literature | 4.49× | ||
| 19 | Mobile game | Games | 3.96× | ||
| 20 | FIFA World Cup 2026 | Sports | 2.00× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.50× | |
| Early Adopter Mentality | POWER | 1.31× | |
| Risk Appetite | THRILL | 1.13× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.56× | |
| Quality Awareness | PREMIUM | 0.72× | |
| DIY Mentality | THRILL | 0.77× |
Dota 2 has an estimated audience of 339,638 people in United States, concentrated in California and Texas.
30.9% of Dota 2 fans are female, 69.1% are male, with an average age of 28.1 years.
Dota 2 fans show strongest brand affinity for Counter-Strike: Global Offensive (15.6×), League of Legends (11.25×), and Electronic sports (13.54×) over the country average.
Dota 2 fans in United States are most concentrated in California (reach ~60K), Texas (reach ~30K), and Florida (reach ~30K). These three regions account for the largest share of the active audience.
Beyond Dota 2 itself, the audience over-indexes on League of Legends (11.25×), Electronic sports (13.54×), Multiplayer online battle arena (13.17×), and Twitch (5.15×) 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 Dota 2. 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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