A data profile of the people who buy, follow and care about Half-Life (video game) in United States — modelled from more than twelve digital signal sources. Half-Life (video game) has an estimated audience of 374,826 people in United States.
The average Half-Life (video game) fan in United States is 30.4 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include The Salvation Army, Red Dead Redemption, The Legend of Zelda, with strongest over-indexing on The Salvation Army (91.04× the country average).
Demographically, the Half-Life (video game) audience skews more male with an average age of 30.4, and over-indexes on personality traits such as Patriotism, Family Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Half-Life (video game) fan in United States is more male, around 30.4 years old, with strong Patriotism tendencies and a notable affinity for The Salvation Army.
The key figures that characterise the Half-Life (video game) profile in United States.
26.1% are female, 73.9% are male, average age 30.4.
| Metric | Value |
|---|---|
| Female | 26.1% |
| Male | 73.9% |
| Average age | 30.4 |
| Estimated audience size | 374,826 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 41% | |
| 20-29 | 26% | |
| 30-39 | 17% | |
| 40-49 | 11% | |
| 50+ | 6% |
Where the Half-Life (video game) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Washington | ~10K | 1.30× | |
| 02 | Utah | ~4K | 1.30× | |
| 03 | Kentucky | ~6K | 1.19× | |
| 04 | Oregon | ~5K | 1.19× | |
| 05 | Alaska | <1K | 1.18× | |
| 06 | California | ~50K | 1.17× | |
| 07 | New Mexico | ~2K | 1.16× | |
| 08 | Georgia | ~10K | 1.14× | |
| 09 | Oklahoma | ~5K | 1.14× | |
| 10 | Idaho | ~2K | 1.11× | |
| 11 | Texas | ~40K | 1.10× | |
| 12 | Indiana | ~7K | 1.09× | |
| 13 | Virginia | ~10K | 1.08× | |
| 14 | Kansas | ~3K | 1.08× | |
| 15 | Ohio | ~10K | 1.07× | |
| 16 | Arizona | ~8K | 1.07× | |
| 17 | North Carolina | ~10K | 1.06× | |
| 18 | Arkansas | ~3K | 1.06× | |
| 19 | Montana | ~1K | 1.03× | |
| 20 | Nevada | ~4K | 1.01× | |
| 21 | Maine | ~1K | 1.01× | |
| 22 | Pennsylvania | ~10K | 1.00× | |
| 23 | Missouri | ~6K | 1.00× | |
| 24 | Nebraska | ~2K | 1.00× | |
| 25 | West Virginia | ~2K | 0.99× | |
| 26 | New Hampshire | ~1K | 0.98× | |
| 27 | Connecticut | ~4K | 0.97× | |
| 28 | Iowa | ~3K | 0.97× | |
| 29 | North Dakota | <1K | 0.97× | |
| 30 | Michigan | ~9K | 0.96× | |
| 31 | Maryland | ~6K | 0.96× | |
| 32 | Illinois | ~10K | 0.95× | |
| 33 | Vermont | <1K | 0.95× | |
| 34 | Rhode Island | ~1K | 0.94× | |
| 35 | New Jersey | ~9K | 0.93× | |
| 36 | South Carolina | ~5K | 0.93× | |
| 37 | Minnesota | ~5K | 0.93× | |
| 38 | Florida | ~20K | 0.92× | |
| 39 | Tennessee | ~7K | 0.92× | |
| 40 | Massachusetts | ~7K | 0.92× | |
| 41 | Colorado | ~5K | 0.92× | |
| 42 | Alabama | ~5K | 0.91× | |
| 43 | South Dakota | <1K | 0.91× | |
| 44 | Delaware | <1K | 0.89× | |
| 45 | New York | ~20K | 0.88× | |
| 46 | Wisconsin | ~5K | 0.88× | |
| 47 | Louisiana | ~4K | 0.88× | |
| 48 | Hawaii | ~1K | 0.87× | |
| 49 | Mississippi | ~3K | 0.86× | |
| 50 | Washington, District of Columbia | <1K | 0.71× |
The strongest cross-interests of the Half-Life (video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | The Salvation Army | Politics & Society | 91.04× | ||
| 02 | Fantastic Beasts and Where to Find Them | Pets & Animals | 65.24× | ||
| 03 | Red Dead Redemption | Games | 47.27× | ||
| 04 | Motion detector | Home & Garden | 35.29× | ||
| 05 | The Lord of the Rings | Movies & TV | 27.40× | ||
| 06 | The Legend of Zelda | Games | 24.68× | ||
| 07 | One Direction | Music & Radio | 21.46× | ||
| 08 | Action role-playing game | Games | 19.41× | ||
| 09 | Chris Pratt | Movies & TV | 18.78× | ||
| 10 | Scale model | Kids & Family | 17.68× | ||
| 11 | Public security | Politics & Society | 16.56× | ||
| 12 | Mario Kart | Games | 16.10× | ||
| 13 | Apocalyptic and post-apocalyptic fiction | Literature | 15.60× | ||
| 14 | Action-adventure game | Games | 12.92× | ||
| 15 | Real-time strategy | Games | 9.77× | ||
| 16 | Arcade game | Games | 8.20× | ||
| 17 | Epic Games | Games | 8.10× | ||
| 18 | Adventure game | Games | 7.75× | ||
| 19 | Internet & Social Media | 4.77× | |||
| 20 | Mobile game | Games | 3.90× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 2.20× | |
| Family Orientation | CONSERVATISM | 1.85× | |
| Early Adopter Mentality | POWER | 1.81× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.60× | |
| Sustainability | BALANCE | 0.61× | |
| Travelling | THRILL | 0.73× |
Half-Life (video game) has an estimated audience of 374,826 people in United States, concentrated in California and Texas.
26.1% of Half-Life (video game) fans are female, 73.9% are male, with an average age of 30.4 years.
Half-Life (video game) fans show strongest brand affinity for The Salvation Army (91.04×), Red Dead Redemption (47.27×), and The Legend of Zelda (24.68×) over the country average.
Half-Life (video game) fans in United States are most concentrated in California (reach ~50K), Texas (reach ~40K), and Florida (reach ~20K). These three regions account for the largest share of the active audience.
Beyond Half-Life (video game) itself, the audience over-indexes on Red Dead Redemption (47.27×), The Legend of Zelda (24.68×), Action role-playing game (19.41×), and Fantastic Beasts and Where to Find Them (65.24×) 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 Half-Life (video game). 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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