Electronic sports Audience in United States

Electronic sports has an estimated audience of 9,529,769 people in United States. 26.2% are female, 73.8% are male, average age 34.8. Top regions: California, Texas, Florida. Top brand affinities: PC game, Superman, Twitch, Discord, League of Legends.
The average Electronic sports 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 PC game, Superman, Twitch, with strongest over-indexing on PC game (5.5× the country average). Demographically, the Electronic sports audience skews more male with an average age of 34.8, and over-indexes on personality traits such as LGBTQ+ Identity, Early Adopter Mentality. Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
Category: Sports · Type: Topic · Subtype: Sport
Demographics of Electronic sports fans
| Metric | Value |
|---|---|
| Female | 26.2% |
| Male | 73.8% |
| Average age | 34.8 |
| Estimated audience size | 9,529,769 |
Audience persona
The typical Electronic sports fan in United States is more male, around 34.8 years old, with strong LGBTQ+ Identity tendencies and a notable affinity for PC game.
Top regions in United States
| Region | Reach | Affinity |
|---|---|---|
| California | 1,326,048 | 1.27× |
| Texas | 971,155 | 1.19× |
| Florida | 632,804 | 0.98× |
| New York | 584,575 | 1.1× |
| Georgia | 372,955 | 1.27× |
| Illinois | 348,140 | 1.1× |
| Ohio | 305,809 | 1.04× |
| North Carolina | 301,539 | 1.05× |
| Pennsylvania | 295,550 | 0.92× |
| New Jersey | 277,551 | 1.15× |
| Michigan | 257,034 | 1.03× |
| Virginia | 237,058 | 1.02× |
| Arizona | 199,066 | 1.02× |
| Indiana | 176,975 | 1.02× |
| Massachusetts | 172,368 | 0.92× |
| Oklahoma | 170,053 | 1.61× |
| Missouri | 167,564 | 1.09× |
| Washington | 162,000 | 0.85× |
| South Carolina | 160,328 | 1.12× |
| Alabama | 151,267 | 1.14× |
| Kentucky | 142,975 | 1.2× |
| Maryland | 137,866 | 0.84× |
| Colorado | 131,892 | 0.88× |
| Tennessee | 126,734 | 0.66× |
| Wisconsin | 126,019 | 0.88× |
| Louisiana | 123,320 | 1× |
| Minnesota | 102,873 | 0.75× |
| Arkansas | 95,580 | 1.22× |
| Nevada | 94,173 | 1.02× |
| Connecticut | 93,968 | 0.98× |
| Kansas | 91,923 | 1.22× |
| Oregon | 88,745 | 0.81× |
| Mississippi | 88,145 | 1.12× |
| Utah | 78,973 | 0.93× |
| Iowa | 76,945 | 0.98× |
| New Mexico | 66,135 | 1.38× |
| Hawaii | 52,864 | 1.29× |
| Nebraska | 51,804 | 1.08× |
| Idaho | 47,433 | 0.99× |
| West Virginia | 34,243 | 0.77× |
| South Dakota | 28,484 | 1.29× |
| Maine | 23,825 | 0.7× |
| Washington, District of Columbia | 23,673 | 0.83× |
| Rhode Island | 22,988 | 0.76× |
| Alaska | 22,426 | 1.1× |
| New Hampshire | 22,043 | 0.59× |
| Delaware | 21,349 | 0.81× |
| North Dakota | 20,577 | 1.05× |
| Montana | 15,826 | 0.6× |
| Vermont | 10,886 | 0.65× |
Top brand affinities
Brands and entities this audience over-indexes on, vs. the country average.
| Brand | Affinity | Category |
|---|---|---|
| PC game | 5.5× | Games |
| Superman | 1.72× | Movies & TV |
| Twitch | 3.57× | Games |
| Discord | 4.63× | Internet & Social Media |
| League of Legends | 4.68× | Games |
| Game consoles | 2.65× | Technology & Electronics |
| Zoom (TV channel) | 3.44× | Technology & Electronics |
| TikTok | 1.56× | Internet & Social Media |
| Computer hardware | 3.03× | Technology & Electronics |
| Nintendo Switch | 5.42× | Games |
| Call of Duty | 3.72× | Games |
| Roblox | 4.03× | Games |
| Gamer | 2.52× | Games |
| Ninja | 4× | Movies & TV |
| Peacemaker | 1.74× | Movies & TV |
| PlayStation 3 | 9.87× | Games |
| Micro Center | 3.58× | Shopping |
| PlayStation | 3.76× | Games |
| Counter-Strike: Global Offensive | 4.54× | Games |
| Mobile game | 1.82× | Games |
Psychographic profile
Top six personality traits over-indexed by this audience (1.0 = country average).
| Trait | Cluster | Score |
|---|---|---|
| LGBTQ+ Identity | OPEN | 2.11 |
| Early Adopter Mentality | POWER | 1.9 |
| Extroversion | THRILL | 1.4 |
| Social Media Usage | JOY | 1.17 |
| Pet Ownership | JOY | 1.04 |
| Sports Activity | POWER | 1.02 |
Worldwide distribution
| Country | Share |
|---|---|
| United States | 14.3% |
| China | 4.9% |
| India | 4.9% |
See Electronic sports audiences in other countries
More Sport audiences in United States
- Basketball (99,239,903)
- American football (87,634,722)
- Soccer (85,044,017)
- Baseball (83,133,306)
- Golf (73,003,125)
Frequently asked questions
How many fans does Electronic sports have in United States?
Electronic sports has an estimated audience of 9,529,769 people in United States, concentrated in California and Texas.
What is the gender split and age of Electronic sports fans?
26.2% of Electronic sports fans are female, 73.8% are male, with an average age of 34.8 years.
Which brands do Electronic sports fans like most?
Electronic sports fans show strongest brand affinity for PC game (5.5×), Superman (1.72×), and Twitch (3.57×) over the country average.
Where do Electronic sports fans live in United States?
Electronic sports fans in United States are most concentrated in California (reach 1,326,048), Texas (reach 971,155), and Florida (reach 632,804). These three regions account for the largest share of the active audience.
What other brands do Electronic sports fans also like?
Beyond Electronic sports itself, the audience over-indexes on Superman (1.72×), Twitch (3.57×), Discord (4.63×), and League of Legends (4.68×) compared to the United States average.
How to read this data
Audience size is the estimated number of people in United States who actively search for Electronic sports. 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.