A data profile of the people who buy, follow and care about League of Legends in United States — modelled from more than twelve digital signal sources. League of Legends has an estimated audience of 14,415,229 people in United States.
The average League of Legends fan in United States is 28.7 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Twitch, Roblox, PC game, with strongest over-indexing on Twitch (6.97× the country average).
Demographically, the League of Legends audience skews more male with an average age of 28.7, and over-indexes on personality traits such as Social Media Usage, 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 League of Legends fan in United States is more male, around 28.7 years old, with strong Social Media Usage tendencies and a notable affinity for Twitch.
The key figures that characterise the League of Legends profile in United States.
30.2% are female, 69.8% are male, average age 28.7.
| Metric | Value |
|---|---|
| Female | 30.2% |
| Male | 69.8% |
| Average age | 28.7 |
| Estimated audience size | 14,415,229 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 50% | |
| 20-29 | 23% | |
| 30-39 | 13% | |
| 40-49 | 8% | |
| 50+ | 6% |
of the worldwide League of Legends audience comes from United States.
| Country | Share |
|---|---|
| United States | 18.0% |
| China | 8.4% |
| Brazil | 6.3% |
Where the League of Legends audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Utah | ~200K | 1.48× | |
| 02 | Alaska | ~50K | 1.47× | |
| 03 | Washington | ~400K | 1.43× | |
| 04 | Hawaii | ~90K | 1.39× | |
| 05 | California | ~2M | 1.36× | |
| 06 | Arizona | ~400K | 1.29× | |
| 07 | Oregon | ~200K | 1.28× | |
| 08 | Nevada | ~200K | 1.21× | |
| 09 | Idaho | ~90K | 1.18× | |
| 10 | Colorado | ~300K | 1.13× | |
| 11 | Oklahoma | ~200K | 1.12× | |
| 12 | Texas | ~1.5M | 1.10× | |
| 13 | Florida | ~1M | 1.07× | |
| 14 | Virginia | ~400K | 1.04× | |
| 15 | Minnesota | ~200K | 1.04× | |
| 16 | North Dakota | ~30K | 1.03× | |
| 17 | Kansas | ~100K | 1.02× | |
| 18 | Georgia | ~400K | 1.01× | |
| 19 | Indiana | ~300K | 0.99× | |
| 20 | Maryland | ~200K | 0.99× | |
| 21 | Missouri | ~200K | 0.99× | |
| 22 | Arkansas | ~100K | 0.99× | |
| 23 | New York | ~800K | 0.98× | |
| 24 | Illinois | ~500K | 0.97× | |
| 25 | Michigan | ~400K | 0.97× | |
| 26 | Massachusetts | ~300K | 0.97× | |
| 27 | New Mexico | ~70K | 0.96× | |
| 28 | Wisconsin | ~200K | 0.94× | |
| 29 | New Jersey | ~300K | 0.93× | |
| 30 | Kentucky | ~200K | 0.93× | |
| 31 | Ohio | ~400K | 0.91× | |
| 32 | Iowa | ~100K | 0.91× | |
| 33 | North Carolina | ~400K | 0.90× | |
| 34 | Tennessee | ~300K | 0.90× | |
| 35 | Nebraska | ~60K | 0.90× | |
| 36 | Montana | ~40K | 0.90× | |
| 37 | Alabama | ~200K | 0.89× | |
| 38 | New Hampshire | ~50K | 0.89× | |
| 39 | Rhode Island | ~40K | 0.89× | |
| 40 | South Dakota | ~30K | 0.89× | |
| 41 | Connecticut | ~100K | 0.87× | |
| 42 | Maine | ~40K | 0.87× | |
| 43 | Pennsylvania | ~400K | 0.85× | |
| 44 | South Carolina | ~200K | 0.83× | |
| 45 | Louisiana | ~200K | 0.83× | |
| 46 | Vermont | ~20K | 0.83× | |
| 47 | West Virginia | ~50K | 0.82× | |
| 48 | Washington, District of Columbia | ~30K | 0.80× | |
| 49 | Mississippi | ~90K | 0.78× | |
| 50 | Delaware | ~30K | 0.73× |
The strongest cross-interests of the League of Legends audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Grand Theft Auto (series) | Games | 12.55× | ||
| 02 | Multiplayer online battle arena | Games | 11.68× | ||
| 03 | Roblox | Games | 8.82× | ||
| 04 | Electronic sports | Sports | 8.03× | ||
| 05 | Counter-Strike: Global Offensive | Games | 7.59× | ||
| 06 | Twitch | Games | 6.97× | ||
| 07 | PC game | Games | 6.68× | ||
| 08 | Pokémon (video game series) | Games | 5.24× | ||
| 09 | Gaming computer | Technology & Electronics | 5.09× | ||
| 10 | Anime convention | Literature | 4.95× | ||
| 11 | Anime and manga fandom | Literature | 4.55× | ||
| 12 | Game consoles | Technology & Electronics | 3.85× | ||
| 13 | Gamer | Games | 3.43× | ||
| 14 | Electronics | Technology & Electronics | 3.06× | ||
| 15 | Anime movies | Movies & TV | 2.82× | ||
| 16 | First-person shooter games | Games | 2.79× | ||
| 17 | TikTok | Internet & Social Media | 2.28× | ||
| 18 | Superman | Movies & TV | 2.14× | ||
| 19 | Shoes | Fashion & Accessoires | 1.97× | ||
| 20 | Beauty | Beauty & Wellness | 1.75× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.57× | |
| Early Adopter Mentality | POWER | 1.30× | |
| Pet Ownership | JOY | 1.25× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.42× | |
| DIY Mentality | THRILL | 0.58× | |
| Career Orientation | POWER | 0.58× |
League of Legends has an estimated audience of 14,415,229 people in United States, concentrated in California and Texas.
30.2% of League of Legends fans are female, 69.8% are male, with an average age of 28.7 years.
League of Legends fans show strongest brand affinity for Twitch (6.97×), Roblox (8.82×), and PC game (6.68×) over the country average.
League of Legends fans in United States are most concentrated in California (reach ~2M), Texas (reach ~1.5M), and Florida (reach ~1M). These three regions account for the largest share of the active audience.
Beyond League of Legends itself, the audience over-indexes on Roblox (8.82×), PC game (6.68×), Grand Theft Auto (series) (12.55×), and Multiplayer online battle arena (11.68×) 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 League of Legends. 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.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.