Rascasse Audience Intelligence

Electronic Arts Target Market in United States

A data profile of the people who buy, follow and care about Electronic Arts in United States — modelled from more than twelve digital signal sources. Electronic Arts has an estimated audience of 1,911,395 people in United States.

The average Electronic Arts fan in United States is 30.2 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include Resident Evil 4, Resident Evil 5, FIFA World Cup 2026, with strongest over-indexing on Resident Evil 4 (50.8× the country average).

Demographically, the Electronic Arts audience skews more male with an average age of 30.2, and over-indexes on personality traits such as Early Adopter Mentality, Risk Appetite.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.

The typical Electronic Arts fan in United States is more male, around 30.2 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Resident Evil 4.

Category: Games · Type: Brand · Subtype: Video game developer

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Electronic Arts profile in United States.

Audience size
1.9M
in United States
Gender
25.4%
74.6% male
Age
30.2
average years
Country rank
#14749
Brand in United States
Fig. 01

Search interest · 12-month trend

-16%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of Electronic Arts

25.4% are female, 74.6% are male, average age 30.2.

Fig. 02

Gender split

25.4%
Female
74.6%
Male
Demographic split for Electronic Arts audience in United States
MetricValue
Female25.4%
Male74.6%
Average age30.2
Estimated audience size1,911,395
Fig. 03

Age distribution

Ø 30.2
average years
Age distribution of the Electronic Arts audience in United States
Age bracketShare%
16-1942%
20-2926%
30-3915%
40-499%
50+7%
Fig. 04

Worldwide distribution

23.1%

of the worldwide Electronic Arts audience comes from United States.

Worldwide audience distribution share by country for Electronic Arts
CountryShare
United States23.1%
Brazil6.7%
United Kingdom5.5%
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

Where the Electronic Arts audience in United States is strongest.

Fig. 05

Top regions by affinity

Electronic Arts customers by region in United States
#RegionReachAffinity×
01Washington~50K1.35×
02California~300K1.30×
03Idaho~10K1.18×
04Oregon~30K1.17×
05West Virginia~10K1.15×
06Alaska~5K1.14×
07Kentucky~30K1.13×
08Oklahoma~20K1.12×
09Utah~20K1.12×
10New Hampshire~8K1.07×
11Texas~200K1.06×
12Missouri~30K1.05×
13Florida~100K1.04×
14Michigan~50K1.04×
15Arkansas~20K1.04×
16Pennsylvania~70K1.03×
17Nevada~20K1.03×
18Ohio~60K1.02×
19Indiana~40K1.02×
20Kansas~20K1.02×
21Maine~7K1.02×
22Virginia~50K1.01×
23Iowa~20K1.01×
24New York~100K0.99×
25Georgia~60K0.98×
26North Carolina~60K0.97×
27Arizona~40K0.97×
28Tennessee~40K0.97×
29North Dakota~4K0.97×
30Wisconsin~30K0.96×
31Maryland~30K0.95×
32Colorado~30K0.95×
33Louisiana~20K0.94×
34Rhode Island~6K0.94×
35Montana~5K0.94×
36Delaware~5K0.94×
37South Dakota~4K0.94×
38Mississippi~10K0.93×
39Illinois~60K0.92×
40Massachusetts~30K0.92×
41Alabama~20K0.91×
42Connecticut~20K0.91×
43Nebraska~9K0.91×
44South Carolina~30K0.90×
45Minnesota~20K0.90×
46Vermont~3K0.90×
47Washington, District of Columbia~5K0.89×
48New Mexico~9K0.88×
49New Jersey~40K0.87×
50Hawaii~7K0.85×
Fig. 06

Affinity by region

Affinity by region — Electronic Arts, United States
0.85×1.00×1.35×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Electronic Arts audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Electronic Arts audience
#·InterestCategoryAffinity×
01Dead RisingGames56.45×
02Resident Evil 5Games54.43×
03Guild WarsGames54.43×
04Resident Evil 4Games50.80×
05Uncharted 4: A Thief's EndGames46.55×
06X-COMGames42.40×
07Battlefield 4Games37.30×
08Call of Duty 3Games31.33×
09Call of Duty 2Games30.56×
10Call of Duty: Advanced WarfareGames30.20×
11Call of Duty: World at WarGames27.17×
12EA SportsGames23.45×
13Call of Duty: Modern Warfare 3Games22.49×
14WarcraftGames16.61×
15The Last of UsGames15.63×
16Crunch FitnessSports10.99×
17World of WarcraftGames9.53×
18Google NewsNews8.78×
19Fishing reelSports8.58×
20FIFA World Cup 2026Sports4.22×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Electronic Arts audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Electronic Arts audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER2.13×
Risk AppetiteTHRILL1.51×
PatriotismCONSERVATISM1.46×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Electronic Arts audience · Rather not
TraitClusterDeviationScore
SustainabilityBALANCE0.73×
CreativityOPEN0.74×
SpiritualityBALANCE0.78×
1.00× baseline
Section 06

Frequently asked questions

01

Who is Electronic Arts's target market in United States?

Electronic Arts's target market in United States covers an estimated 1,911,395 people, concentrated in California and Texas.

02

What is the gender split and age of Electronic Arts customers?

25.4% of the Electronic Arts audience are female, 74.6% are male, with an average age of 30.2 years.

03

Which brands do Electronic Arts fans like most?

Electronic Arts fans show strongest brand affinity for Resident Evil 4 (50.8×), Resident Evil 5 (54.43×), and FIFA World Cup 2026 (4.22×) over the country average.

04

Where do Electronic Arts fans live in United States?

Electronic Arts fans in United States are most concentrated in California (reach ~300K), Texas (reach ~200K), and Florida (reach ~100K). These three regions account for the largest share of the active audience.

05

What other brands do Electronic Arts fans also like?

Beyond Electronic Arts itself, the audience over-indexes on Resident Evil 5 (54.43×), FIFA World Cup 2026 (4.22×), Call of Duty: World at War (27.17×), and Google News (8.78×) compared to the United States average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in United States who actively search for Electronic Arts. 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.

About this audience profile

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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