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.
The key figures that characterise the Gaming profile in United States.
30.8% are female, 69.2% are male, average age 28.2.
| Metric | Value |
|---|---|
| Female | 30.8% |
| Male | 69.2% |
| Average age | 28.2 |
| Estimated audience size | 11,517,523 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 51% | |
| 20-29 | 24% | |
| 30-39 | 12% | |
| 40-49 | 8% | |
| 50+ | 5% |
of the worldwide Gaming audience comes from United States.
| Country | Share |
|---|---|
| United States | 15.4% |
| China | 9.6% |
| India | 7.2% |
Where the Gaming audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Washington | ~300K | 1.38× | |
| 02 | Virginia | ~300K | 1.25× | |
| 03 | Nebraska | ~70K | 1.23× | |
| 04 | North Dakota | ~30K | 1.20× | |
| 05 | Oregon | ~200K | 1.14× | |
| 06 | Kansas | ~100K | 1.14× | |
| 07 | Colorado | ~200K | 1.12× | |
| 08 | Massachusetts | ~200K | 1.10× | |
| 09 | Mississippi | ~100K | 1.10× | |
| 10 | Utah | ~100K | 1.09× | |
| 11 | Florida | ~800K | 1.08× | |
| 12 | Louisiana | ~200K | 1.08× | |
| 13 | New Hampshire | ~50K | 1.08× | |
| 14 | Arkansas | ~100K | 1.07× | |
| 15 | Minnesota | ~200K | 1.06× | |
| 16 | Oklahoma | ~100K | 1.06× | |
| 17 | Rhode Island | ~40K | 1.05× | |
| 18 | Indiana | ~200K | 1.04× | |
| 19 | Maryland | ~200K | 1.04× | |
| 20 | Wisconsin | ~200K | 1.04× | |
| 21 | Texas | ~1M | 1.03× | |
| 22 | Georgia | ~400K | 1.02× | |
| 23 | Missouri | ~200K | 1.02× | |
| 24 | West Virginia | ~50K | 1.02× | |
| 25 | Michigan | ~300K | 1.01× | |
| 26 | California | ~1.5M | 1.00× | |
| 27 | North Carolina | ~300K | 1.00× | |
| 28 | New York | ~600K | 0.99× | |
| 29 | Illinois | ~400K | 0.99× | |
| 30 | Ohio | ~400K | 0.99× | |
| 31 | New Jersey | ~300K | 0.99× | |
| 32 | Nevada | ~100K | 0.99× | |
| 33 | Iowa | ~90K | 0.99× | |
| 34 | Connecticut | ~100K | 0.98× | |
| 35 | Pennsylvania | ~400K | 0.97× | |
| 36 | Tennessee | ~200K | 0.97× | |
| 37 | South Carolina | ~200K | 0.97× | |
| 38 | Idaho | ~60K | 0.97× | |
| 39 | Montana | ~30K | 0.97× | |
| 40 | South Dakota | ~30K | 0.97× | |
| 41 | Maine | ~40K | 0.96× | |
| 42 | New Mexico | ~50K | 0.94× | |
| 43 | Kentucky | ~100K | 0.93× | |
| 44 | Vermont | ~20K | 0.91× | |
| 45 | Washington, District of Columbia | ~30K | 0.90× | |
| 46 | Hawaii | ~40K | 0.83× | |
| 47 | Delaware | ~20K | 0.78× | |
| 48 | Alabama | ~100K | 0.75× | |
| 49 | Arizona | ~100K | 0.63× | |
| 50 | Alaska | ~10K | 0.58× |
The strongest cross-interests of the Gaming audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Funimation | Movies & TV | 11.20× | ||
| 02 | Super Mario Bros. | Games | 10.98× | ||
| 03 | Final Fantasy | Games | 10.10× | ||
| 04 | Gaming computer | Technology & Electronics | 7.88× | ||
| 05 | Mobile game | Games | 7.40× | ||
| 06 | Call of Duty | Games | 6.89× | ||
| 07 | Otaku | Literature | 6.87× | ||
| 08 | Computer hardware | Technology & Electronics | 6.68× | ||
| 09 | Crunchyroll | Games | 6.53× | ||
| 10 | Costume | Fashion & Accessoires | 6.11× | ||
| 11 | Virtual reality | Technology & Electronics | 5.49× | ||
| 12 | Tabletop game | Games | 5.32× | ||
| 13 | Violin | Music & Radio | 5.25× | ||
| 14 | Piano | Music & Radio | 4.56× | ||
| 15 | Acoustic guitar | Music & Radio | 4.48× | ||
| 16 | Bass guitar | Music & Radio | 4.45× | ||
| 17 | Electric guitar | Music & Radio | 4.07× | ||
| 18 | Musical instrument | Music & Radio | 3.73× | ||
| 19 | Subway | Food & Beverages | 3.29× | ||
| 20 | Pizza Hut | Food & Beverages | 3.22× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Pet Ownership | JOY | 1.77× | |
| Convenience Orientation | PREMIUM | 1.55× | |
| Urban Lifestyle | OPEN | 1.47× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.57× | |
| Creativity | OPEN | 0.72× | |
| Sports Activity | POWER | 0.77× |
Gaming has an estimated audience of 11,517,523 people in United States, concentrated in California and Texas.
30.8% of Gaming fans are female, 69.2% are male, with an average age of 28.2 years.
Gaming fans show strongest brand affinity for Mobile game (7.4×), Computer hardware (6.68×), and Gaming computer (7.88×) over the country average.
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.
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.
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 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.
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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