A data profile of the people who buy, follow and care about Fighting game in United States — modelled from more than twelve digital signal sources. Fighting game has an estimated audience of 4,488,366 people in United States.
The average Fighting game fan in United States is 29.2 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Mortal Kombat, Anime and manga fandom, Retrogaming, with strongest over-indexing on Mortal Kombat (15.49× the country average).
Demographically, the Fighting game audience skews more male with an average age of 29.2, and over-indexes on personality traits such as Patriotism, 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 Fighting game fan in United States is more male, around 29.2 years old, with strong Patriotism tendencies and a notable affinity for Mortal Kombat.
The key figures that characterise the Fighting game profile in United States.
30.1% are female, 69.9% are male, average age 29.2.
| Metric | Value |
|---|---|
| Female | 30.1% |
| Male | 69.9% |
| Average age | 29.2 |
| Estimated audience size | 4,488,366 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 46% | |
| 20-29 | 24% | |
| 30-39 | 16% | |
| 40-49 | 9% | |
| 50+ | 5% |
Where the Fighting game audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Mississippi | ~60K | 1.56× | |
| 02 | Georgia | ~200K | 1.50× | |
| 03 | Louisiana | ~80K | 1.46× | |
| 04 | Arkansas | ~50K | 1.42× | |
| 05 | Alabama | ~90K | 1.36× | |
| 06 | Oklahoma | ~70K | 1.34× | |
| 07 | North Carolina | ~200K | 1.29× | |
| 08 | Kentucky | ~70K | 1.29× | |
| 09 | Nevada | ~50K | 1.26× | |
| 10 | Texas | ~500K | 1.20× | |
| 11 | South Carolina | ~80K | 1.16× | |
| 12 | Hawaii | ~20K | 1.16× | |
| 13 | Maryland | ~90K | 1.15× | |
| 14 | Delaware | ~10K | 1.14× | |
| 15 | Virginia | ~100K | 1.12× | |
| 16 | Ohio | ~200K | 1.10× | |
| 17 | Indiana | ~90K | 1.10× | |
| 18 | Tennessee | ~100K | 1.08× | |
| 19 | Illinois | ~200K | 1.06× | |
| 20 | Missouri | ~80K | 1.06× | |
| 21 | Florida | ~300K | 1.05× | |
| 22 | California | ~500K | 1.02× | |
| 23 | Michigan | ~100K | 1.02× | |
| 24 | New York | ~200K | 0.99× | |
| 25 | New Jersey | ~100K | 0.99× | |
| 26 | Kansas | ~30K | 0.98× | |
| 27 | Pennsylvania | ~100K | 0.97× | |
| 28 | New Mexico | ~20K | 0.97× | |
| 29 | Washington | ~90K | 0.96× | |
| 30 | Arizona | ~90K | 0.94× | |
| 31 | West Virginia | ~20K | 0.93× | |
| 32 | North Dakota | ~9K | 0.93× | |
| 33 | Connecticut | ~40K | 0.92× | |
| 34 | Rhode Island | ~10K | 0.92× | |
| 35 | Alaska | ~9K | 0.91× | |
| 36 | Nebraska | ~20K | 0.87× | |
| 37 | Iowa | ~30K | 0.85× | |
| 38 | South Dakota | ~9K | 0.85× | |
| 39 | Utah | ~30K | 0.84× | |
| 40 | Vermont | ~7K | 0.83× | |
| 41 | Oregon | ~40K | 0.82× | |
| 42 | Massachusetts | ~70K | 0.81× | |
| 43 | Wisconsin | ~50K | 0.81× | |
| 44 | Washington, District of Columbia | ~10K | 0.80× | |
| 45 | Montana | ~10K | 0.80× | |
| 46 | Colorado | ~60K | 0.79× | |
| 47 | Idaho | ~20K | 0.79× | |
| 48 | Minnesota | ~50K | 0.78× | |
| 49 | Maine | ~10K | 0.77× | |
| 50 | New Hampshire | ~10K | 0.75× |
The strongest cross-interests of the Fighting game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Mortal Kombat | Games | 15.49× | ||
| 02 | Retrogaming | Games | 8.78× | ||
| 03 | Super Smash Bros. | Games | 8.41× | ||
| 04 | Collectible card game | Games | 6.34× | ||
| 05 | Assassin's Creed | Games | 6.19× | ||
| 06 | Anime and manga fandom | Literature | 5.87× | ||
| 07 | Guardians of the Galaxy (film) | Movies & TV | 5.83× | ||
| 08 | Action role-playing game | Games | 5.74× | ||
| 09 | The Legend of Zelda | Games | 5.39× | ||
| 10 | Rick and Morty | Movies & TV | 5.25× | ||
| 11 | Massively multiplayer online games | Games | 5.00× | ||
| 12 | Pokémon | Games | 4.73× | ||
| 13 | Action-adventure game | Games | 4.33× | ||
| 14 | GameStop | Games | 3.48× | ||
| 15 | Manga | Literature | 3.35× | ||
| 16 | Mobile game | Games | 3.24× | ||
| 17 | Role-playing games | Games | 3.13× | ||
| 18 | Superman | Movies & TV | 2.58× | ||
| 19 | Comics | Literature | 2.53× | ||
| 20 | Video games | Games | 1.82× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 2.29× | |
| Early Adopter Mentality | POWER | 1.64× | |
| Urban Lifestyle | OPEN | 1.29× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.53× | |
| Creativity | OPEN | 0.69× | |
| DIY Mentality | THRILL | 0.73× |
Fighting game has an estimated audience of 4,488,366 people in United States, concentrated in California and Texas.
30.1% of Fighting game fans are female, 69.9% are male, with an average age of 29.2 years.
Fighting game fans show strongest brand affinity for Mortal Kombat (15.49×), Anime and manga fandom (5.87×), and Retrogaming (8.78×) over the country average.
Fighting game fans in United States are most concentrated in California (reach ~500K), Texas (reach ~500K), and Florida (reach ~300K). These three regions account for the largest share of the active audience.
Beyond Fighting game itself, the audience over-indexes on Anime and manga fandom (5.87×), Retrogaming (8.78×), Superman (2.58×), and Pokémon (4.73×) 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 Fighting game. 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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