A data profile of the people who buy, follow and care about Home video game console in United States — modelled from more than twelve digital signal sources. Home video game console has an estimated audience of 3,472,681 people in United States.
The average Home video game console fan in United States is 29.9 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include International education, Mobile game, Pokémon, with strongest over-indexing on International education (24.42× the country average).
Demographically, the Home video game console audience skews more male with an average age of 29.9, and over-indexes on personality traits such as Early Adopter Mentality, Community Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Home video game console fan in United States is more male, around 29.9 years old, with strong Early Adopter Mentality tendencies and a notable affinity for International education.
The key figures that characterise the Home video game console profile in United States.
28.7% are female, 71.3% are male, average age 29.9.
| Metric | Value |
|---|---|
| Female | 28.7% |
| Male | 71.3% |
| Average age | 29.9 |
| Estimated audience size | 3,472,681 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 42% | |
| 20-29 | 27% | |
| 30-39 | 18% | |
| 40-49 | 9% | |
| 50+ | 5% |
Where the Home video game console audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Alaska | ~9K | 1.20× | |
| 02 | Vermont | ~7K | 1.19× | |
| 03 | Montana | ~10K | 1.18× | |
| 04 | Mississippi | ~30K | 1.17× | |
| 05 | North Dakota | ~8K | 1.17× | |
| 06 | South Dakota | ~9K | 1.14× | |
| 07 | Delaware | ~10K | 1.11× | |
| 08 | West Virginia | ~20K | 1.09× | |
| 09 | Rhode Island | ~10K | 1.08× | |
| 10 | Tennessee | ~70K | 1.06× | |
| 11 | Louisiana | ~50K | 1.06× | |
| 12 | Kentucky | ~40K | 1.03× | |
| 13 | Idaho | ~20K | 1.03× | |
| 14 | Maine | ~10K | 1.03× | |
| 15 | Arkansas | ~30K | 1.02× | |
| 16 | New Hampshire | ~10K | 1.02× | |
| 17 | Nebraska | ~20K | 1.00× | |
| 18 | New Mexico | ~20K | 0.99× | |
| 19 | Washington, District of Columbia | ~10K | 0.99× | |
| 20 | Indiana | ~60K | 0.98× | |
| 21 | Oklahoma | ~40K | 0.98× | |
| 22 | Hawaii | ~10K | 0.98× | |
| 23 | Ohio | ~100K | 0.97× | |
| 24 | Kansas | ~30K | 0.97× | |
| 25 | Illinois | ~100K | 0.96× | |
| 26 | Missouri | ~50K | 0.96× | |
| 27 | Maryland | ~60K | 0.95× | |
| 28 | South Carolina | ~50K | 0.95× | |
| 29 | Alabama | ~50K | 0.95× | |
| 30 | Iowa | ~30K | 0.95× | |
| 31 | Georgia | ~100K | 0.94× | |
| 32 | Michigan | ~90K | 0.94× | |
| 33 | North Carolina | ~100K | 0.93× | |
| 34 | Utah | ~30K | 0.92× | |
| 35 | Connecticut | ~30K | 0.91× | |
| 36 | Pennsylvania | ~100K | 0.90× | |
| 37 | Wisconsin | ~50K | 0.90× | |
| 38 | Nevada | ~30K | 0.90× | |
| 39 | Virginia | ~80K | 0.89× | |
| 40 | Massachusetts | ~60K | 0.89× | |
| 41 | Oregon | ~40K | 0.88× | |
| 42 | New Jersey | ~80K | 0.85× | |
| 43 | Minnesota | ~40K | 0.85× | |
| 44 | Texas | ~300K | 0.84× | |
| 45 | New York | ~200K | 0.83× | |
| 46 | Arizona | ~60K | 0.83× | |
| 47 | Colorado | ~50K | 0.83× | |
| 48 | Washington | ~60K | 0.81× | |
| 49 | Florida | ~200K | 0.80× | |
| 50 | California | ~300K | 0.72× |
The strongest cross-interests of the Home video game console audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | International education | Business & Career | 24.42× | ||
| 02 | One-Punch Man | Literature | 13.70× | ||
| 03 | Advanced Micro Devices | Technology & Electronics | 11.39× | ||
| 04 | Nvidia | Technology & Electronics | 9.02× | ||
| 05 | Graphic novel | Literature | 7.40× | ||
| 06 | Massively multiplayer online games | Games | 7.14× | ||
| 07 | Retrogaming | Games | 7.14× | ||
| 08 | The Legend of Zelda | Games | 7.05× | ||
| 09 | Action role-playing game | Games | 6.99× | ||
| 10 | Collectible card game | Games | 6.67× | ||
| 11 | Arcade game | Games | 6.56× | ||
| 12 | League of Legends | Games | 6.33× | ||
| 13 | Pokémon | Games | 6.25× | ||
| 14 | Anime and manga fandom | Literature | 5.87× | ||
| 15 | Mobile game | Games | 5.24× | ||
| 16 | Action-adventure game | Games | 5.24× | ||
| 17 | GameStop | Games | 4.08× | ||
| 18 | Twitch | Games | 3.74× | ||
| 19 | Superman | Movies & TV | 2.50× | ||
| 20 | Android (operating system) | Technology & Electronics | 2.19× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 2.06× | |
| Community Orientation | OPEN | 1.66× | |
| Risk Appetite | THRILL | 1.65× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.41× | |
| Creativity | OPEN | 0.75× | |
| Indulgence | JOY | 0.81× |
Home video game console has an estimated audience of 3,472,681 people in United States, concentrated in California and Texas.
28.7% of Home video game console fans are female, 71.3% are male, with an average age of 29.9 years.
Home video game console fans show strongest brand affinity for International education (24.42×), Mobile game (5.24×), and Pokémon (6.25×) over the country average.
Home video game console fans in United States are most concentrated in California (reach ~300K), Texas (reach ~300K), and Florida (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Home video game console itself, the audience over-indexes on Mobile game (5.24×), Pokémon (6.25×), Anime and manga fandom (5.87×), and Massively multiplayer online games (7.14×) 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 Home video game console. 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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