Rascasse Audience Intelligence

Gaming Audience in United States

A data profile of the people who buy, follow and care about Gaming in United States — modelled from more than twelve digital signal sources. Gaming has an estimated audience of 11,517,523 people in United States.

The average Gaming fan in United States is 28.2 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include Mobile game, Computer hardware, Gaming computer, with strongest over-indexing on Mobile game (7.4× the country average).

Demographically, the Gaming audience skews more male with an average age of 28.2, and over-indexes on personality traits such as Pet Ownership, Convenience Orientation.

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

The typical Gaming fan in United States is more male, around 28.2 years old, with strong Pet Ownership tendencies and a notable affinity for Mobile game.

Category: Games · Type: Topic

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 Gaming profile in United States.

Audience size
11.5M
in United States
Gender
30.8%
69.2% male
Age
28.2
average years
Country rank
#3108
Topic in United States
Fig. 01

Search interest · 12-month trend

-3%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Gaming fans

30.8% are female, 69.2% are male, average age 28.2.

Fig. 02

Gender split

30.8%
Female
69.2%
Male
Demographic split for Gaming audience in United States
MetricValue
Female30.8%
Male69.2%
Average age28.2
Estimated audience size11,517,523
Fig. 03

Age distribution

Ø 28.2
average years
Age distribution of the Gaming audience in United States
Age bracketShare%
16-1951%
20-2924%
30-3912%
40-498%
50+5%
Fig. 04

Worldwide distribution

15.4%

of the worldwide Gaming audience comes from United States.

Worldwide audience distribution share by country for Gaming
CountryShare
United States15.4%
China9.6%
India7.2%
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 Gaming audience in United States is strongest.

Fig. 05

Top regions by affinity

Gaming fans by region: top regions in United States
#RegionReachAffinity×
01Washington~300K1.38×
02Virginia~300K1.25×
03Nebraska~70K1.23×
04North Dakota~30K1.20×
05Oregon~200K1.14×
06Kansas~100K1.14×
07Colorado~200K1.12×
08Massachusetts~200K1.10×
09Mississippi~100K1.10×
10Utah~100K1.09×
11Florida~800K1.08×
12Louisiana~200K1.08×
13New Hampshire~50K1.08×
14Arkansas~100K1.07×
15Minnesota~200K1.06×
16Oklahoma~100K1.06×
17Rhode Island~40K1.05×
18Indiana~200K1.04×
19Maryland~200K1.04×
20Wisconsin~200K1.04×
21Texas~1M1.03×
22Georgia~400K1.02×
23Missouri~200K1.02×
24West Virginia~50K1.02×
25Michigan~300K1.01×
26California~1.5M1.00×
27North Carolina~300K1.00×
28New York~600K0.99×
29Illinois~400K0.99×
30Ohio~400K0.99×
31New Jersey~300K0.99×
32Nevada~100K0.99×
33Iowa~90K0.99×
34Connecticut~100K0.98×
35Pennsylvania~400K0.97×
36Tennessee~200K0.97×
37South Carolina~200K0.97×
38Idaho~60K0.97×
39Montana~30K0.97×
40South Dakota~30K0.97×
41Maine~40K0.96×
42New Mexico~50K0.94×
43Kentucky~100K0.93×
44Vermont~20K0.91×
45Washington, District of Columbia~30K0.90×
46Hawaii~40K0.83×
47Delaware~20K0.78×
48Alabama~100K0.75×
49Arizona~100K0.63×
50Alaska~10K0.58×
Fig. 06

Affinity by region

Affinity by region — Gaming, United States
0.58×1.00×1.38×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Gaming audience
#·InterestCategoryAffinity×
01FunimationMovies & TV11.20×
02Super Mario Bros.Games10.98×
03Final FantasyGames10.10×
04Gaming computerTechnology & Electronics7.88×
05Mobile gameGames7.40×
06Call of DutyGames6.89×
07OtakuLiterature6.87×
08Computer hardwareTechnology & Electronics6.68×
09CrunchyrollGames6.53×
10CostumeFashion & Accessoires6.11×
11Virtual realityTechnology & Electronics5.49×
12Tabletop gameGames5.32×
13ViolinMusic & Radio5.25×
14PianoMusic & Radio4.56×
15Acoustic guitarMusic & Radio4.48×
16Bass guitarMusic & Radio4.45×
17Electric guitarMusic & Radio4.07×
18Musical instrumentMusic & Radio3.73×
19SubwayFood & Beverages3.29×
20Pizza HutFood & Beverages3.22×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Gaming 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 Gaming audience · What stands out
TraitClusterDeviationScore
Pet OwnershipJOY1.77×
Convenience OrientationPREMIUM1.55×
Urban LifestyleOPEN1.47×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Gaming audience · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.57×
CreativityOPEN0.72×
Sports ActivityPOWER0.77×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Gaming have in United States?

Gaming has an estimated audience of 11,517,523 people in United States, concentrated in California and Texas.

02

What is the gender split and age of Gaming fans?

30.8% of Gaming fans are female, 69.2% are male, with an average age of 28.2 years.

03

Which brands do Gaming fans like most?

Gaming fans show strongest brand affinity for Mobile game (7.4×), Computer hardware (6.68×), and Gaming computer (7.88×) over the country average.

04

Where do Gaming fans live in United States?

Gaming fans in United States are most concentrated in California (reach ~1.5M), Texas (reach ~1M), and Florida (reach ~800K). These three regions account for the largest share of the active audience.

05

What other brands do Gaming fans also like?

Beyond Gaming itself, the audience over-indexes on Computer hardware (6.68×), Gaming computer (7.88×), Funimation (11.2×), and Otaku (6.87×) 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 Gaming. 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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