A data profile of the people who buy, follow and care about Genshin Impact in United States — modelled from more than twelve digital signal sources. Genshin Impact has an estimated audience of 4,899,800 people in United States.
The average Genshin Impact fan in United States is 27.0 years old, balanced, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include International education, Mobile game, TikTok, with strongest over-indexing on International education (18.64× the country average).
Demographically, the Genshin Impact audience skews balanced with an average age of 27.0, 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 Genshin Impact fan in United States is balanced, around 27.0 years old, with strong Patriotism tendencies and a notable affinity for International education.
The key figures that characterise the Genshin Impact profile in United States.
48.3% are female, 51.7% are male, average age 27.0.
| Metric | Value |
|---|---|
| Female | 48.3% |
| Male | 51.7% |
| Average age | 27.0 |
| Estimated audience size | 4,899,800 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 55% | |
| 20-29 | 23% | |
| 30-39 | 12% | |
| 40-49 | 7% | |
| 50+ | 3% |
Where the Genshin Impact audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Oklahoma | ~70K | 1.37× | |
| 02 | Washington | ~100K | 1.35× | |
| 03 | Oregon | ~70K | 1.31× | |
| 04 | Utah | ~60K | 1.27× | |
| 05 | Hawaii | ~30K | 1.27× | |
| 06 | California | ~700K | 1.25× | |
| 07 | Alaska | ~10K | 1.24× | |
| 08 | Nevada | ~60K | 1.19× | |
| 09 | Texas | ~500K | 1.14× | |
| 10 | Arizona | ~100K | 1.14× | |
| 11 | Georgia | ~200K | 1.10× | |
| 12 | West Virginia | ~30K | 1.10× | |
| 13 | Kentucky | ~70K | 1.09× | |
| 14 | Virginia | ~100K | 1.08× | |
| 15 | Arkansas | ~40K | 1.08× | |
| 16 | Florida | ~400K | 1.07× | |
| 17 | Kansas | ~40K | 1.07× | |
| 18 | Alabama | ~70K | 1.05× | |
| 19 | Maryland | ~90K | 1.04× | |
| 20 | North Carolina | ~200K | 1.03× | |
| 21 | Missouri | ~80K | 1.03× | |
| 22 | Tennessee | ~100K | 1.01× | |
| 23 | Indiana | ~90K | 1.01× | |
| 24 | Idaho | ~20K | 1.01× | |
| 25 | New York | ~300K | 0.98× | |
| 26 | Ohio | ~100K | 0.98× | |
| 27 | North Dakota | ~10K | 0.97× | |
| 28 | Minnesota | ~70K | 0.96× | |
| 29 | Michigan | ~100K | 0.95× | |
| 30 | Mississippi | ~40K | 0.95× | |
| 31 | New Mexico | ~20K | 0.95× | |
| 32 | Pennsylvania | ~200K | 0.93× | |
| 33 | South Carolina | ~70K | 0.93× | |
| 34 | Louisiana | ~60K | 0.93× | |
| 35 | Maine | ~20K | 0.93× | |
| 36 | Illinois | ~100K | 0.90× | |
| 37 | Colorado | ~70K | 0.87× | |
| 38 | Wisconsin | ~60K | 0.87× | |
| 39 | Iowa | ~40K | 0.87× | |
| 40 | South Dakota | ~10K | 0.87× | |
| 41 | New Jersey | ~100K | 0.86× | |
| 42 | Nebraska | ~20K | 0.86× | |
| 43 | Delaware | ~10K | 0.86× | |
| 44 | Montana | ~10K | 0.86× | |
| 45 | Massachusetts | ~80K | 0.85× | |
| 46 | Connecticut | ~40K | 0.84× | |
| 47 | New Hampshire | ~20K | 0.83× | |
| 48 | Rhode Island | ~10K | 0.81× | |
| 49 | Vermont | ~7K | 0.76× | |
| 50 | Washington, District of Columbia | ~10K | 0.68× |
The strongest cross-interests of the Genshin Impact audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Missy Elliott | Music & Radio | 18.94× | ||
| 02 | International education | Business & Career | 18.64× | ||
| 03 | Diablo (series) | Games | 10.58× | ||
| 04 | The Legend of Zelda | Games | 8.07× | ||
| 05 | Disneyland Paris | Travel & Leisure | 6.47× | ||
| 06 | Action role-playing game | Games | 6.11× | ||
| 07 | Graphic novel | Literature | 5.99× | ||
| 08 | Massively multiplayer online games | Games | 5.47× | ||
| 09 | Rick and Morty | Movies & TV | 5.44× | ||
| 10 | Micro Center | Shopping | 5.11× | ||
| 11 | Collectible card game | Games | 5.09× | ||
| 12 | Action-adventure game | Games | 5.08× | ||
| 13 | Anime and manga fandom | Literature | 4.62× | ||
| 14 | Pokémon | Games | 4.23× | ||
| 15 | Mobile game | Games | 4.22× | ||
| 16 | Twitch | Games | 3.61× | ||
| 17 | GameStop | Games | 3.38× | ||
| 18 | TikTok | Internet & Social Media | 2.78× | ||
| 19 | Superman | Movies & TV | 2.35× | ||
| 20 | Video games | Games | 1.72× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 3.08× | |
| Early Adopter Mentality | POWER | 1.70× | |
| Luxury Orientation | PREMIUM | 1.50× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.84× | |
| Design Affinity | PREMIUM | 0.88× | |
| DIY Mentality | THRILL | 0.91× |
Genshin Impact has an estimated audience of 4,899,800 people in United States, concentrated in California and Texas.
48.3% of Genshin Impact fans are female, 51.7% are male, with an average age of 27.0 years.
Genshin Impact fans show strongest brand affinity for International education (18.64×), Mobile game (4.22×), and TikTok (2.78×) over the country average.
Genshin Impact fans in United States are most concentrated in California (reach ~700K), Texas (reach ~500K), and Florida (reach ~400K). These three regions account for the largest share of the active audience.
Beyond Genshin Impact itself, the audience over-indexes on Mobile game (4.22×), TikTok (2.78×), Superman (2.35×), and The Legend of Zelda (8.07×) 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 Genshin Impact. 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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