A data profile of the people who buy, follow and care about GeForce in United States — modelled from more than twelve digital signal sources. GeForce has an estimated audience of 2,338,734 people in United States.
The average GeForce fan in United States is 27.9 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include PC game, Counter-Strike: Global Offensive, Graphics processing unit, with strongest over-indexing on PC game (11.72× the country average).
Demographically, the GeForce audience skews more male with an average age of 27.9, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical GeForce fan in United States is more male, around 27.9 years old, with strong Early Adopter Mentality tendencies and a notable affinity for PC game.
The key figures that characterise the GeForce profile in United States.
26.3% are female, 73.7% are male, average age 27.9.
| Metric | Value |
|---|---|
| Female | 26.3% |
| Male | 73.7% |
| Average age | 27.9 |
| Estimated audience size | 2,338,734 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 53% | |
| 20-29 | 23% | |
| 30-39 | 12% | |
| 40-49 | 8% | |
| 50+ | 5% |
Where the GeForce audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Washington | ~80K | 1.79× | |
| 02 | Arkansas | ~30K | 1.66× | |
| 03 | South Carolina | ~60K | 1.63× | |
| 04 | Virginia | ~80K | 1.39× | |
| 05 | Mississippi | ~30K | 1.32× | |
| 06 | New Jersey | ~80K | 1.28× | |
| 07 | California | ~300K | 1.25× | |
| 08 | Oklahoma | ~30K | 1.24× | |
| 09 | Alabama | ~40K | 1.21× | |
| 10 | Arizona | ~60K | 1.19× | |
| 11 | Texas | ~200K | 1.18× | |
| 12 | Georgia | ~80K | 1.11× | |
| 13 | Kansas | ~20K | 1.11× | |
| 14 | Delaware | ~7K | 1.11× | |
| 15 | North Carolina | ~80K | 1.10× | |
| 16 | Florida | ~200K | 1.09× | |
| 17 | Michigan | ~60K | 1.07× | |
| 18 | Idaho | ~10K | 1.07× | |
| 19 | New York | ~100K | 1.06× | |
| 20 | Connecticut | ~20K | 1.05× | |
| 21 | Nevada | ~20K | 1.05× | |
| 22 | Hawaii | ~10K | 1.04× | |
| 23 | Pennsylvania | ~80K | 1.01× | |
| 24 | Iowa | ~20K | 1.00× | |
| 25 | Kentucky | ~30K | 0.99× | |
| 26 | Ohio | ~70K | 0.97× | |
| 27 | Rhode Island | ~7K | 0.97× | |
| 28 | Maryland | ~40K | 0.96× | |
| 29 | Tennessee | ~40K | 0.95× | |
| 30 | Minnesota | ~30K | 0.95× | |
| 31 | Massachusetts | ~40K | 0.94× | |
| 32 | Missouri | ~40K | 0.94× | |
| 33 | Louisiana | ~30K | 0.94× | |
| 34 | Oregon | ~20K | 0.93× | |
| 35 | Nebraska | ~10K | 0.92× | |
| 36 | Indiana | ~40K | 0.91× | |
| 37 | Illinois | ~70K | 0.90× | |
| 38 | North Dakota | ~4K | 0.90× | |
| 39 | West Virginia | ~9K | 0.86× | |
| 40 | Colorado | ~30K | 0.83× | |
| 41 | South Dakota | ~4K | 0.83× | |
| 42 | Utah | ~20K | 0.82× | |
| 43 | New Mexico | ~9K | 0.78× | |
| 44 | Washington, District of Columbia | ~5K | 0.78× | |
| 45 | Alaska | ~4K | 0.78× | |
| 46 | Wisconsin | ~30K | 0.76× | |
| 47 | New Hampshire | ~7K | 0.74× | |
| 48 | Montana | ~5K | 0.74× | |
| 49 | Maine | ~6K | 0.70× | |
| 50 | Vermont | ~3K | 0.69× |
The strongest cross-interests of the GeForce audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Counter-Strike: Global Offensive | Games | 13.56× | ||
| 02 | Graphics processing unit | Technology & Electronics | 13.32× | ||
| 03 | Call of Duty: World at War | Games | 13.24× | ||
| 04 | Call of Duty | Games | 12.30× | ||
| 05 | PC game | Games | 11.72× | ||
| 06 | Call of Duty: Black Ops | Games | 10.79× | ||
| 07 | Warcraft | Games | 10.75× | ||
| 08 | Multiplayer online battle arena | Games | 10.41× | ||
| 09 | Video game industry | Games | 9.53× | ||
| 10 | World of Warcraft | Games | 9.45× | ||
| 11 | Nvidia | Technology & Electronics | 9.19× | ||
| 12 | MetroPCS | Technology & Electronics | 8.89× | ||
| 13 | Epic Games | Games | 7.95× | ||
| 14 | League of Legends | Games | 6.93× | ||
| 15 | Fortnite | Games | 6.20× | ||
| 16 | Massively multiplayer online role-playing games | Games | 5.70× | ||
| 17 | Twitch | Games | 5.65× | ||
| 18 | Steam | Games | 5.41× | ||
| 19 | Gamer | Games | 4.26× | ||
| 20 | Mobile game | Games | 3.17× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.49× | |
| Social Media Usage | JOY | 1.31× | |
| Luxury Orientation | PREMIUM | 1.19× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.48× | |
| Spirituality | BALANCE | 0.49× | |
| Mindfulness | BALANCE | 0.51× |
GeForce's target market in United States covers an estimated 2,338,734 people, concentrated in California and Texas.
26.3% of the GeForce audience are female, 73.7% are male, with an average age of 27.9 years.
GeForce fans show strongest brand affinity for PC game (11.72×), Counter-Strike: Global Offensive (13.56×), and Graphics processing unit (13.32×) over the country average.
GeForce fans in United States are most concentrated in California (reach ~300K), Texas (reach ~200K), and Florida (reach ~200K). These three regions account for the largest share of the active audience.
Beyond GeForce itself, the audience over-indexes on Counter-Strike: Global Offensive (13.56×), Graphics processing unit (13.32×), World of Warcraft (9.45×), and Call of Duty (12.3×) 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 GeForce. 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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