Independent video game development Audience in United States

Independent video game development has an estimated audience of 978,565 people in United States. 37.7% are female, 62.3% are male, average age 31.0. Top regions: California, New York, Texas. Top brand affinities: The Legend of Zelda, Logic puzzles, Collectible card game, International education, Anime and manga fandom.

The average Independent video game development fan in United States is 31.0 years old, more male, and lives primarily in California. The audience is concentrated in California, New York, Texas. Top brand affinities include The Legend of Zelda, Logic puzzles, Collectible card game, with strongest over-indexing on The Legend of Zelda (16.3× the country average). Demographically, the Independent video game development audience skews more male with an average age of 31.0, and over-indexes on personality traits such as LGBTQ+ Identity, Early Adopter Mentality. Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.

Category: Games · Type: Topic

Demographics of Independent video game development fans

Demographic split for Independent video game development audience in United States
MetricValue
Female37.7%
Male62.3%
Average age31.0
Estimated audience size978,565

Audience persona

The typical Independent video game development fan in United States is more male, around 31.0 years old, with strong LGBTQ+ Identity tendencies and a notable affinity for The Legend of Zelda.

Top regions in United States

Top regions ranked by reach for Independent video game development in United States
RegionReachAffinity
California90,3480.84×
New York50,1320.92×
Texas39,2660.47×
Florida29,3900.44×
North Carolina18,6610.63×
Washington18,5340.94×
Illinois18,5200.57×
Michigan16,7400.65×
Georgia15,4250.51×
Arizona14,3470.72×
Ohio14,1600.47×
Pennsylvania13,8640.42×
Virginia13,7160.58×
New Jersey12,4130.5×
Massachusetts12,3990.64×
Tennessee10,3730.53×
Oregon8,5780.76×
Maryland8,4290.5×
Alaska8,0513.85×
Indiana7,6450.43×
Mississippi7,5180.93×
Kentucky7,4990.61×
Nevada7,0340.74×
Missouri6,9410.44×
South Carolina6,8660.47×
Louisiana6,6840.53×
Arkansas6,6790.83×
Oklahoma6,5310.6×
Colorado6,4120.42×
Alabama6,2220.46×
West Virginia6,2061.36×
Iowa5,8960.73×
Minnesota5,8720.42×
Kansas5,7320.74×
Idaho5,7311.17×
Wisconsin5,6960.39×
Utah5,6850.65×
Hawaii5,4751.3×
Connecticut5,4160.55×
Montana5,3991.99×
South Dakota5,3292.36×
North Dakota5,1892.58×
New Hampshire5,1141.33×
Wyoming5,0203.46×
Nebraska5,0071.02×
New Mexico4,9811.02×
Rhode Island4,9381.59×
Maine4,9351.41×
Vermont4,8572.83×
Delaware4,4221.64×

Top brand affinities

Brands and entities this audience over-indexes on, vs. the country average.

Top brand affinities (over-index vs. country average) for Independent video game development audience
BrandAffinityCategory
The Legend of Zelda16.3×Games
Logic puzzles38.02×Games
Collectible card game11.07×Games
International education20.74×Business & Career
Anime and manga fandom6.94×Literature
Art exhibition7.78×Arts & Culture
Scooby-Doo5.71×Movies & TV
Pokémon Trading Card Game18.85×Games
Planet Fitness4.13×Sports
Magic: The Gathering10.81×Games
Digital art6.61×Arts & Culture
Rick and Morty6.88×Movies & TV
Action role-playing game7.97×Games
Mobile game4.08×Games
Cyberpunk 207717×Games
Pokémon5.01×Games
Dungeons & Dragons9.49×Games
Pixel art37.3×Arts & Culture
Superman2.12×Movies & TV
Disneyland Paris9.28×Travel & Leisure

Psychographic profile

Top six personality traits over-indexed by this audience (1.0 = country average).

Top personality traits over-indexed by Independent video game development audience
TraitClusterScore
LGBTQ+ IdentityOPEN2.47
Early Adopter MentalityPOWER1.95
Urban LifestyleOPEN1.93
Social Media UsageJOY1.27
ExtroversionTHRILL1.27
Luxury OrientationPREMIUM1.27

Worldwide distribution

Worldwide audience distribution share by country for Independent video game development
CountryShare
Japan23.4%
United States21.1%
United Kingdom7.2%

See Independent video game development audiences in other countries

More Games audiences in United States

Frequently asked questions

How many fans does Independent video game development have in United States?

Independent video game development has an estimated audience of 978,565 people in United States, concentrated in California and New York.

What is the gender split and age of Independent video game development fans?

37.7% of Independent video game development fans are female, 62.3% are male, with an average age of 31.0 years.

Which brands do Independent video game development fans like most?

Independent video game development fans show strongest brand affinity for The Legend of Zelda (16.3×), Logic puzzles (38.02×), and Collectible card game (11.07×) over the country average.

Where do Independent video game development fans live in United States?

Independent video game development fans in United States are most concentrated in California (reach 90,348), New York (reach 50,132), and Texas (reach 39,266). These three regions account for the largest share of the active audience.

What other brands do Independent video game development fans also like?

Beyond Independent video game development itself, the audience over-indexes on Logic puzzles (38.02×), Collectible card game (11.07×), International education (20.74×), and Anime and manga fandom (6.94×) compared to the United States average.

How to read this data

Audience size is the estimated number of people in United States who actively search for Independent video game development. 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.

About this audience profile

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.