A data profile of the people who buy, follow and care about E-Sports World Cup in United States — modelled from more than twelve digital signal sources. E-Sports World Cup has an estimated audience of 129,517 people in United States.
The average E-Sports World Cup fan in United States is 30.2 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, New York.
Top brand affinities include Micro Center, Electronic sports, Twitch, with strongest over-indexing on Micro Center (10× the country average).
Demographically, the E-Sports World Cup audience skews more male with an average age of 30.2, 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 E-Sports World Cup fan in United States is more male, around 30.2 years old, with strong Social Media Usage tendencies and a notable affinity for Micro Center.
The key figures that characterise the E-Sports World Cup profile in United States.
29.1% are female, 70.9% are male, average age 30.2.
| Metric | Value |
|---|---|
| Female | 29.1% |
| Male | 70.9% |
| Average age | 30.2 |
| Estimated audience size | 129,517 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 45% | |
| 20-29 | 23% | |
| 30-39 | 14% | |
| 40-49 | 10% | |
| 50+ | 8% |
Where the E-Sports World Cup audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | California | ~20K | 1.45× | |
| 02 | Washington | ~3K | 1.35× | |
| 03 | New York | ~9K | 1.20× | |
| 04 | Texas | ~10K | 1.18× | |
| 05 | New Jersey | ~4K | 1.15× | |
| 06 | Illinois | ~5K | 1.14× | |
| 07 | Massachusetts | ~3K | 1.14× | |
| 08 | Nevada | ~1K | 1.13× | |
| 09 | Washington, District of Columbia | <1K | 1.13× | |
| 10 | Colorado | ~2K | 1.10× | |
| 11 | Virginia | ~3K | 1.09× | |
| 12 | Hawaii | <1K | 1.08× | |
| 13 | Georgia | ~4K | 1.07× | |
| 14 | Minnesota | ~2K | 1.06× | |
| 15 | Connecticut | ~1K | 1.06× | |
| 16 | Wisconsin | ~2K | 1.05× | |
| 17 | North Dakota | <1K | 1.04× | |
| 18 | Alaska | <1K | 1.03× | |
| 19 | Utah | ~1K | 1.02× | |
| 20 | South Dakota | <1K | 1.02× | |
| 21 | Arizona | ~3K | 1.01× | |
| 22 | Oregon | ~1K | 1.00× | |
| 23 | Maine | <1K | 1.00× | |
| 24 | Kansas | ~1K | 0.99× | |
| 25 | Vermont | <1K | 0.99× | |
| 26 | Maryland | ~2K | 0.98× | |
| 27 | Oklahoma | ~1K | 0.98× | |
| 28 | Idaho | <1K | 0.98× | |
| 29 | Nebraska | <1K | 0.97× | |
| 30 | West Virginia | <1K | 0.97× | |
| 31 | Rhode Island | <1K | 0.97× | |
| 32 | Delaware | <1K | 0.97× | |
| 33 | New Mexico | <1K | 0.96× | |
| 34 | Pennsylvania | ~4K | 0.95× | |
| 35 | Missouri | ~2K | 0.95× | |
| 36 | New Hampshire | <1K | 0.95× | |
| 37 | Montana | <1K | 0.95× | |
| 38 | North Carolina | ~4K | 0.94× | |
| 39 | Iowa | ~1K | 0.94× | |
| 40 | Indiana | ~2K | 0.93× | |
| 41 | Arkansas | <1K | 0.92× | |
| 42 | Michigan | ~3K | 0.91× | |
| 43 | Ohio | ~4K | 0.90× | |
| 44 | South Carolina | ~2K | 0.90× | |
| 45 | Kentucky | ~1K | 0.90× | |
| 46 | Mississippi | <1K | 0.87× | |
| 47 | Florida | ~8K | 0.86× | |
| 48 | Tennessee | ~2K | 0.86× | |
| 49 | Louisiana | ~1K | 0.85× | |
| 50 | Alabama | ~2K | 0.84× |
The strongest cross-interests of the E-Sports World Cup audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Micro Center | Shopping | 10.00× | ||
| 02 | Electronic sports | Sports | 8.93× | ||
| 03 | Legends (comics) | Literature | 7.51× | ||
| 04 | Warcraft | Games | 7.46× | ||
| 05 | League of Legends | Games | 6.68× | ||
| 06 | Counter-Strike: Global Offensive | Games | 6.37× | ||
| 07 | Epic Games | Games | 5.62× | ||
| 08 | PC game | Games | 4.71× | ||
| 09 | Twitch | Games | 4.67× | ||
| 10 | Roblox | Games | 4.08× | ||
| 11 | Minecraft | Games | 3.90× | ||
| 12 | GameStop | Games | 3.79× | ||
| 13 | Steam | Games | 3.73× | ||
| 14 | Anime convention | Literature | 3.00× | ||
| 15 | Game consoles | Technology & Electronics | 2.44× | ||
| 16 | Mobile game | Games | 2.33× | ||
| 17 | FIFA World Cup | Sports | 2.13× | ||
| 18 | TikTok | Internet & Social Media | 1.87× | ||
| 19 | Superman | Movies & TV | 1.70× | ||
| 20 | FIFA World Cup 2026 | Sports | 1.68× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.46× | |
| Early Adopter Mentality | POWER | 1.33× | |
| Extroversion | THRILL | 1.08× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.68× | |
| Spirituality | BALANCE | 0.70× | |
| Mindfulness | BALANCE | 0.75× |
E-Sports World Cup has an estimated audience of 129,517 people in United States, concentrated in California and Texas.
29.1% of E-Sports World Cup fans are female, 70.9% are male, with an average age of 30.2 years.
E-Sports World Cup fans show strongest brand affinity for Micro Center (10×), Electronic sports (8.93×), and Twitch (4.67×) over the country average.
E-Sports World Cup fans in United States are most concentrated in California (reach ~20K), Texas (reach ~10K), and New York (reach ~9K). These three regions account for the largest share of the active audience.
Beyond E-Sports World Cup itself, the audience over-indexes on Electronic sports (8.93×), Twitch (4.67×), League of Legends (6.68×), and FIFA World Cup 2026 (1.68×) 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 E-Sports World Cup. 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.
Source: Rascasse Audience Intelligence — modeled from anonymized, multi-source behavioral signals (search, social, events), updated monthly. Data status: 09/2026.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.