Rascasse Audience Intelligence

Kingdom Hearts (video game) Audience in United States

Kingdom Hearts (video game) has an estimated audience of 1.3M people in United States.

#29among Role playing in United States
#232among games in United States
#455in Games

The average Kingdom Hearts (video game) fan in United States is 26.4 years old, more male, and lives primarily in California.

By number of fans, Kingdom Hearts (video game) ranks #37 among the 863 objects in Role playing in United States — 1.3× the group median.

Its fans are 6.2 years younger than the group average of 32.6.

Women make up 32.0% of the fan base, 2.3 percentage points fewer than the group average.

Compared with the other 862 objects in Role playing, Kingdom Hearts (video game) fans stand out for their interest in Devil May Cry, Metal Gear Solid and Mario Kart.

Interest is seasonal: April, July and October account for 35% of the year's searches, August is the quietest month.

Most fans live in California, Florida, Texas.

Top affinities include Chrono Trigger, Devil May Cry, Dragon Quest, with strongest over-indexing on Chrono Trigger (87.74× the country average).

Demographically, the Kingdom Hearts (video game) audience skews more male with an average age of 26.4, and over-indexes on personality traits such as Family Orientation, Patriotism.

The typical Kingdom Hearts (video game) fan in United States is more male, around 26.4 years old, with strong Family Orientation tendencies and a notable affinity for Chrono Trigger.

Category: Games · Type: Video / Board Game · Subtype: Role playing

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
1.3M
in United States
Gender
32.0%♀
68.0% male
Age
26.4
average years
Country rank
#20009
among all objects in United States
Fig. 01

Search interest · 12-month trend

+13%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of Kingdom Hearts (video game) fans

32.0% are female, 68.0% are male, average age 26.4.

Fig. 02

Gender split

32.0%
Female
68.0%
Male
Demographic split for Kingdom Hearts (video game) audience in United States
MetricValue
Female32.0%
Male68.0%
Average age26.4
Estimated audience size1.3M
Fig. 03

Age distribution

Ø 26.4
average years
Age distribution of the Kingdom Hearts (video game) audience in United States
Age bracketShare%
16-2460%
25-3423%
35-4411%
45-544%
55+2%
Fig. 04

Worldwide distribution

21.6%

of the worldwide Kingdom Hearts (video game) audience comes from United States.

Worldwide audience distribution share by country for Kingdom Hearts (video game)
CountryShare
Japan38.1%
United States21.6%
Italy3.3%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the United States average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Fig. 05

Top regions by affinity

Kingdom Hearts (video game) fans by region: top regions in United States
#RegionReachAffinity×
01Utah~20K1.39×
02Arizona~40K1.30×
03Alaska~4K1.25×
04Nevada~20K1.24×
05California~200K1.23×
06Oregon~20K1.23×
07Mississippi~10K1.19×
08Florida~100K1.17×
09Washington~30K1.13×
10Alabama~20K1.12×
11Rhode Island~5K1.10×
12Kentucky~20K1.09×
13Texas~100K1.07×
14New Jersey~40K1.07×
15Idaho~8K1.07×
16Oklahoma~20K1.06×
17Hawaii~6K1.04×
18Missouri~20K1.03×
19Louisiana~20K1.03×
20New Mexico~9K1.03×
21New York~80K1.02×
22Georgia~40K1.02×
23Tennessee~30K1.02×
24Ohio~50K1.01×
25North Carolina~40K1.01×
26Arkansas~10K1.00×
27West Virginia~7K1.00×
28Indiana~30K0.99×
29Pennsylvania~50K0.98×
30Virginia~30K0.98×
31Connecticut~10K0.98×
32Maryland~20K0.97×
33South Carolina~20K0.97×
34Michigan~40K0.95×
35Illinois~50K0.93×
36Montana~4K0.93×
37Delaware~4K0.93×
38New Hampshire~5K0.92×
39Massachusetts~20K0.90×
40Colorado~20K0.90×
41Kansas~10K0.90×
42Nebraska~7K0.90×
43Maine~5K0.89×
44South Dakota~3K0.86×
45Iowa~10K0.85×
46North Dakota~2K0.81×
47Wisconsin~20K0.79×
48Minnesota~20K0.79×
49Vermont~2K0.79×
50Washington, District of Columbia~2K0.73×
Fig. 06

Affinity by region

Affinity by region — Kingdom Hearts (video game), United States
0.73×1.00×1.39×
Section 04
Brands and objects ranked by affinity with this audience. Values above 1.0× mean over-representation compared with the country average.

Audience interests & affinities

Fig. 07

Top cross-interests, ranked by affinity

Affinities of the Kingdom Hearts (video game) audience vs. the country average
#·InterestCategoryAffinity×
01Chrono TriggerGames87.74×
02Devil May CryGames63.60×
03Dragon QuestGames46.80×
04Metal Gear SolidGames44.31×
05Mario KartGames36.25×
06Drain cleanerHome & Garden36.01×
07Final FantasyGames20.74×
08The Legend of ZeldaGames17.73×
09ZootopiaMovies & TV14.44×
10PokémonGames13.01×
11Collectible card gameGames11.50×
12Graphic novelLiterature11.34×
13City BankBusiness & Career11.26×
14Assassin's CreedGames10.69×
15Family carCars & Mobility10.58×
16High-net-worth individualBusiness & Career9.92×
17Action role-playing gameGames9.81×
18SteamGames8.81×
19Anime and manga fandomLiterature7.80×
20Mobile gameGames4.60×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Kingdom Hearts (video game) audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Kingdom Hearts (video game) audience vs. the country average · What stands out
TraitClusterDeviationScore
Family OrientationCONSERVATISM2.60×
PatriotismCONSERVATISM2.19×
Early Adopter MentalityPOWER2.09×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Kingdom Hearts (video game) audience vs. the country average · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.62×
DIY MentalityTHRILL0.63×
Quality AwarenessPREMIUM0.76×
0×1.00× baseline2×
Appendix

Explore more audiences

Source & method

Source
Rascasse Solution, own modelling
What “fans” means here
Estimated number of people in United States with measurable interest in Kingdom Hearts (video game) over the last 12 months. Modelled, not counted; people interested in several video / board games count for each of them.
Data basis
Anonymised behavioural signals: search demand, social media signals, sponsorship and event data. Not a survey.
Period
10/2025 – 09/2026 · updated quarterly · data status Q3/2026
Confidence
high gender and age data available and an audience of at least 100,000 people

Cite as: “Rascasse Solution, Q3/2026, rascasse.com/explore/us/kingdom-hearts-video-game-41687” · Methodology