Epic Games Audience in United States

Epic Games has an estimated audience of 12,850,567 people in United States. 28.4% are female, 71.6% are male, average age 27.7. Top regions: California, Texas, Florida. Top brand affinities: Superman, TikTok, Euphoria, Twitch, World of Warcraft.
The average Epic Games fan in United States is 27.7 years old, more male, and lives primarily in California. The audience is concentrated in California, Texas, Florida. Top brand affinities include Superman, TikTok, Euphoria, with strongest over-indexing on Superman (2.17× the country average). Demographically, the Epic Games audience skews more male with an average age of 27.7, 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: Games · Type: Brand
Demographics of Epic Games fans
| Metric | Value |
|---|---|
| Female | 28.4% |
| Male | 71.6% |
| Average age | 27.7 |
| Estimated audience size | 12,850,567 |
Audience persona
The typical Epic Games fan in United States is more male, around 27.7 years old, with strong LGBTQ+ Identity tendencies and a notable affinity for Superman.
Top regions in United States
| Region | Reach | Affinity |
|---|---|---|
| California | 1,367,764 | 0.97× |
| Texas | 1,330,364 | 1.2× |
| Florida | 979,689 | 1.13× |
| New York | 642,091 | 0.89× |
| Ohio | 439,952 | 1.11× |
| North Carolina | 432,837 | 1.12× |
| Georgia | 429,327 | 1.08× |
| Illinois | 417,291 | 0.97× |
| Pennsylvania | 409,266 | 0.95× |
| Michigan | 351,009 | 1.04× |
| Virginia | 301,956 | 0.96× |
| New Jersey | 298,684 | 0.91× |
| Tennessee | 298,471 | 1.16× |
| Arizona | 282,651 | 1.08× |
| Indiana | 277,036 | 1.18× |
| Washington | 249,857 | 0.97× |
| Missouri | 240,276 | 1.16× |
| Kentucky | 216,826 | 1.35× |
| Alabama | 210,464 | 1.17× |
| South Carolina | 204,717 | 1.06× |
| Oklahoma | 203,921 | 1.43× |
| Massachusetts | 203,650 | 0.8× |
| Maryland | 199,247 | 0.9× |
| Colorado | 186,065 | 0.92× |
| Wisconsin | 182,904 | 0.95× |
| Louisiana | 178,166 | 1.08× |
| Minnesota | 161,445 | 0.88× |
| Oregon | 147,875 | 1× |
| Arkansas | 132,698 | 1.25× |
| Utah | 130,711 | 1.14× |
| Mississippi | 129,982 | 1.23× |
| Nevada | 124,220 | 1× |
| Kansas | 119,645 | 1.18× |
| Connecticut | 116,648 | 0.91× |
| Iowa | 108,222 | 1.02× |
| Idaho | 76,160 | 1.18× |
| West Virginia | 73,434 | 1.23× |
| New Mexico | 69,482 | 1.08× |
| Nebraska | 63,840 | 0.99× |
| New Hampshire | 40,396 | 0.8× |
| Maine | 38,984 | 0.85× |
| Hawaii | 35,228 | 0.64× |
| Rhode Island | 33,973 | 0.83× |
| Montana | 30,114 | 0.84× |
| Delaware | 27,127 | 0.77× |
| South Dakota | 26,527 | 0.89× |
| North Dakota | 24,762 | 0.94× |
| Alaska | 22,446 | 0.82× |
| Washington, District of Columbia | 19,177 | 0.5× |
| Wyoming | 16,174 | 0.85× |
Top brand affinities
Brands and entities this audience over-indexes on, vs. the country average.
| Brand | Affinity | Category |
|---|---|---|
| Superman | 2.17× | Movies & TV |
| TikTok | 2.01× | Internet & Social Media |
| Euphoria | 1.71× | Movies & TV |
| Twitch | 3.5× | Games |
| World of Warcraft | 4.63× | Games |
| Steam | 4.2× | Games |
| Google Maps | 2.07× | Internet & Social Media |
| NBA | 1.69× | Sports |
| Harry Potter | 1.84× | Movies & TV |
| Strategy video game | 4.59× | Games |
| Call of Duty: Zombies | 11.22× | Games |
| Spotify | 1.65× | Internet & Social Media |
| GameStop | 2.85× | Games |
| Harmonica | 4.39× | Music & Radio |
| Peacemaker | 1.83× | Movies & TV |
| Tabletop game | 3.36× | Games |
| Electronic musical instrument | 3.87× | Music & Radio |
| Music education | 3.35× | Music & Radio |
| Real-time strategy | 3.51× | Games |
| Call of Duty: Black Ops | 5.95× | Games |
Psychographic profile
Top six personality traits over-indexed by this audience (1.0 = country average).
| Trait | Cluster | Score |
|---|---|---|
| LGBTQ+ Identity | OPEN | 2.31 |
| Early Adopter Mentality | POWER | 1.63 |
| Extroversion | THRILL | 1.14 |
| Social Media Usage | JOY | 1.1 |
| Family Orientation | CONSERVATISM | 1.05 |
| Patriotism | CONSERVATISM | 1 |
Worldwide distribution
| Country | Share |
|---|---|
| United States | 15.7% |
| Brazil | 7.8% |
| India | 4.6% |
See Epic Games audiences in other countries
More Games audiences in United States
- Walmart (94,971,264)
- Target Corporation (79,586,810)
- Macy's (79,019,110)
- Lowe's (75,832,553)
- EBay (75,427,823)
Frequently asked questions
How many fans does Epic Games have in United States?
Epic Games has an estimated audience of 12,850,567 people in United States, concentrated in California and Texas.
What is the gender split and age of Epic Games fans?
28.4% of Epic Games fans are female, 71.6% are male, with an average age of 27.7 years.
Which brands do Epic Games fans like most?
Epic Games fans show strongest brand affinity for Superman (2.17×), TikTok (2.01×), and Euphoria (1.71×) over the country average.
Where do Epic Games fans live in United States?
Epic Games fans in United States are most concentrated in California (reach 1,367,764), Texas (reach 1,330,364), and Florida (reach 979,689). These three regions account for the largest share of the active audience.
What other brands do Epic Games fans also like?
Beyond Epic Games itself, the audience over-indexes on TikTok (2.01×), Euphoria (1.71×), Twitch (3.5×), and World of Warcraft (4.63×) 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 Epic Games. 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.