Rascasse Audience Intelligence

G2 Esports Audience in United States

G2 Esports has an estimated audience of 704K people in United States.

The average G2 Esports fan in United States is 30.8 years old, more male, and lives primarily in California.

Most fans live in California, Texas, New York.

Top affinities include GameZone, Homefront (video game), Green Man Gaming, with strongest over-indexing on GameZone (89.4× the country average).

Demographically, the G2 Esports audience skews more male with an average age of 30.8, and over-indexes on personality traits such as Social Media Usage, Spirituality.

The typical G2 Esports fan in United States is more male, around 30.8 years old, with strong Social Media Usage tendencies and a notable affinity for GameZone.

Category: Games · Type: Team

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
704K
in United States
Gender
34.6%♀
65.4% male
Age
30.8
average years
Country rank
#30931
among all objects in United States
Fig. 01

Search interest · 12-month trend

-24%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of G2 Esports fans

34.6% are female, 65.4% are male, average age 30.8.

Fig. 02

Gender split

34.6%
Female
65.4%
Male
Demographic split for G2 Esports audience in United States
MetricValue
Female34.6%
Male65.4%
Average age30.8
Estimated audience size704K
Fig. 03

Age distribution

Ø 30.8
average years
Age distribution of the G2 Esports audience in United States
Age bracketShare%
16-2446%
25-3422%
35-4414%
45-5410%
55+8%
Fig. 04

Worldwide distribution

27.2%

of the worldwide G2 Esports audience comes from United States.

Worldwide audience distribution share by country for G2 Esports
CountryShare
United States27.2%
Japan9.4%
Germany7.6%
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

Fig. 05

Top regions by affinity

G2 Esports fans by region: top regions in United States
#RegionReachAffinity×
01California~100K1.57×
02Washington~20K1.19×
03Minnesota~10K1.18×
04Texas~50K1.14×
05Virginia~20K1.10×
06New York~50K1.08×
07Massachusetts~20K1.07×
08North Dakota~2K1.07×
09Hawaii~3K1.06×
10Wisconsin~10K1.05×
11Kansas~6K1.05×
12Alaska~2K1.05×
13Georgia~20K1.04×
14Utah~7K1.04×
15Illinois~30K1.03×
16Oregon~9K1.03×
17Nevada~7K1.03×
18South Dakota~2K1.03×
19Vermont~1K1.03×
20Nebraska~4K1.02×
21North Carolina~20K1.01×
22Oklahoma~8K1.00×
23Montana~2K1.00×
24Indiana~10K0.99×
25Washington, District of Columbia~1K0.99×
26Missouri~10K0.98×
27Iowa~7K0.98×
28Delaware~2K0.98×
29New Jersey~20K0.97×
30Maryland~10K0.97×
31New Hampshire~3K0.97×
32Rhode Island~2K0.97×
33South Carolina~10K0.96×
34Connecticut~7K0.96×
35New Mexico~4K0.96×
36Idaho~4K0.96×
37Maine~3K0.96×
38Kentucky~9K0.95×
39West Virginia~4K0.95×
40Pennsylvania~30K0.94×
41Arizona~20K0.94×
42Alabama~10K0.92×
43Michigan~20K0.91×
44Tennessee~10K0.91×
45Colorado~10K0.91×
46Ohio~20K0.90×
47Arkansas~6K0.90×
48Mississippi~6K0.89×
49Florida~40K0.88×
50Louisiana~9K0.87×
Fig. 06

Affinity by region

Affinity by region — G2 Esports, United States
0.87×1.00×1.57×
Section 04
Brands and objects ranked by affinity with this audience. Values above 1.0× mean over-representation compared with the country average.

Audience interests & affinities

Fig. 07

Top cross-interests, ranked by affinity

Affinities of the G2 Esports audience vs. the country average
#·InterestCategoryAffinity×
01GameZoneSports89.40×
02Homefront (video game)Games63.59×
03Green Man GamingShopping47.43×
04Micron TechnologyBusiness & Career47.33×
05traderTopic47.31×
06Origin (digital distribution software)Games45.21×
07Path of ExileGames44.87×
08UniFiTechnology & Electronics43.14×
09KhobarTravel & Leisure36.85×
10Seoul Broadcasting SystemMovies & TV35.96×
11Giant BombGames33.61×
12Al Ahly SCSports32.62×
13Micro CenterShopping21.52×
14Micro-Star InternationalTechnology & Electronics21.21×
15Stay-at-home parentKids & Family18.17×
16Solid-state driveTechnology & Electronics16.87×
17Red SeaTravel & Leisure15.69×
18Arab worldTravel & Leisure13.64×
19Groovy (programming language)Technology & Electronics11.02×
20RedditInternet & Social Media4.31×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the G2 Esports audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the G2 Esports audience vs. the country average · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.39×
SpiritualityBALANCE1.15×
Risk AppetiteTHRILL1.14×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the G2 Esports audience vs. the country average · Rather not
TraitClusterDeviationScore
TraditionCONSERVATISM0.70×
Design AffinityPREMIUM0.70×
SustainabilityBALANCE0.77×
0×1.00× baseline2×
Appendix

Explore more audiences

Source & method

Source
Rascasse Solution, own modelling
What “fans” means here
Estimated number of people in United States with measurable interest in G2 Esports over the last 12 months. Modelled, not counted; people interested in several teams count for each of them.
Data basis
Anonymised behavioural signals: search demand, social media signals, sponsorship and event data. Not a survey.
Period
10/2025 – 09/2026 · updated quarterly · data status Q3/2026
Confidence
high gender and age data available and an audience of at least 100,000 people

Cite as: “Rascasse Solution, Q3/2026, rascasse.com/explore/us/g2-esports-170429” · Methodology