Rascasse Audience Intelligence

Massively multiplayer online games Audience in United States

A data profile of the people who buy, follow and care about Massively multiplayer online games in United States — modelled from more than twelve digital signal sources. Massively multiplayer online games has an estimated audience of 15,582,126 people in United States.

The average Massively multiplayer online games fan in United States is 33.5 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include World of Warcraft, Twitch, Mobile game, with strongest over-indexing on World of Warcraft (11.45× the country average).

Demographically, the Massively multiplayer online games audience skews more male with an average age of 33.5, 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 Massively multiplayer online games fan in United States is more male, around 33.5 years old, with strong Social Media Usage tendencies and a notable affinity for World of Warcraft.

Category: Games · Type: Topic · Subtype: Gaming genre

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Massively multiplayer online games profile in United States.

Audience size
15.6M
in United States
Gender
30.3%
69.7% male
Age
33.5
average years
Country rank
#2225
Topic in United States
Fig. 01

Search interest · 12-month trend

+170%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Massively multiplayer online games fans

30.3% are female, 69.7% are male, average age 33.5.

Fig. 02

Gender split

30.3%
Female
69.7%
Male
Demographic split for Massively multiplayer online games audience in United States
MetricValue
Female30.3%
Male69.7%
Average age33.5
Estimated audience size15,582,126
Fig. 03

Age distribution

Ø 33.5
average years
Age distribution of the Massively multiplayer online games audience in United States
Age bracketShare%
16-1935%
20-2923%
30-3917%
40-4913%
50+12%
Fig. 04

Worldwide distribution

13.5%

of the worldwide Massively multiplayer online games audience comes from United States.

Worldwide audience distribution share by country for Massively multiplayer online games
CountryShare
United States13.5%
China7.3%
India7.1%
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

Where the Massively multiplayer online games audience in United States is strongest.

Fig. 05

Top regions by affinity

Massively multiplayer online games fans by region: top regions in United States
#RegionReachAffinity×
01Oklahoma~200K1.28×
02Alaska~40K1.23×
03Washington~400K1.22×
04Oregon~200K1.19×
05Kentucky~200K1.16×
06Utah~200K1.16×
07Nevada~200K1.15×
08Arkansas~100K1.15×
09Hawaii~80K1.15×
10Idaho~90K1.12×
11Kansas~100K1.10×
12California~2M1.09×
13Arizona~300K1.08×
14West Virginia~80K1.08×
15Missouri~300K1.06×
16Indiana~300K1.05×
17South Dakota~40K1.04×
18Texas~1.5M1.02×
19Michigan~400K1.01×
20North Dakota~30K1.01×
21Tennessee~300K1.00×
22Virginia~400K0.99×
23Colorado~200K0.99×
24Maine~60K0.99×
25Montana~40K0.99×
26Wisconsin~200K0.97×
27Minnesota~200K0.97×
28Alabama~200K0.97×
29Nebraska~80K0.97×
30New Hampshire~60K0.97×
31Florida~1M0.96×
32Ohio~500K0.96×
33Iowa~100K0.96×
34Louisiana~200K0.95×
35Georgia~500K0.94×
36North Carolina~400K0.94×
37Maryland~200K0.93×
38New Mexico~70K0.93×
39Pennsylvania~500K0.91×
40Connecticut~100K0.91×
41Mississippi~100K0.91×
42Illinois~500K0.90×
43Vermont~20K0.90×
44Rhode Island~40K0.89×
45Massachusetts~300K0.88×
46South Carolina~200K0.88×
47New Jersey~300K0.86×
48Delaware~40K0.86×
49New York~700K0.83×
50Washington, District of Columbia~40K0.76×
Fig. 06

Affinity by region

Affinity by region — Massively multiplayer online games, United States
0.76×1.00×1.28×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Massively multiplayer online games audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Massively multiplayer online games audience
#·InterestCategoryAffinity×
01Massively multiplayer online real-time strategy gameGames13.94×
02WarcraftGames13.01×
03Call of Duty: Black OpsGames11.68×
04Call of DutyGames11.59×
05World of WarcraftGames11.45×
06Assassin's CreedGames10.92×
07Counter-Strike: Global OffensiveGames9.32×
08League of LegendsGames8.93×
09Epic GamesGames8.79×
10PC gameGames8.14×
11Massively multiplayer online role-playing gamesGames7.98×
12TwitchGames7.39×
13Action role-playing gameGames7.10×
14Strategy gamesGames7.03×
15Mobile gameGames5.16×
16Anime and manga fandomLiterature4.99×
17Online gamesGames3.82×
18PeacemakerMovies & TV3.64×
19TikTokInternet & Social Media3.20×
20SupermanMovies & TV2.57×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Massively multiplayer online games audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Massively multiplayer online games audience · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.68×
Early Adopter MentalityPOWER1.55×
PatriotismCONSERVATISM1.49×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Massively multiplayer online games audience · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.66×
SpiritualityBALANCE0.69×
Design AffinityPREMIUM0.70×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Massively multiplayer online games have in United States?

Massively multiplayer online games has an estimated audience of 15,582,126 people in United States, concentrated in California and Texas.

02

What is the gender split and age of Massively multiplayer online games fans?

30.3% of Massively multiplayer online games fans are female, 69.7% are male, with an average age of 33.5 years.

03

Which brands do Massively multiplayer online games fans like most?

Massively multiplayer online games fans show strongest brand affinity for World of Warcraft (11.45×), Twitch (7.39×), and Mobile game (5.16×) over the country average.

04

Where do Massively multiplayer online games fans live in United States?

Massively multiplayer online games 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.

05

What other brands do Massively multiplayer online games fans also like?

Beyond Massively multiplayer online games itself, the audience over-indexes on Twitch (7.39×), Mobile game (5.16×), PC game (8.14×), and League of Legends (8.93×) compared to the United States average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in United States who actively search for Massively multiplayer online games. 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.

Scale & coverage
500,000+ ready-to-use audiences across 170+ countries

From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.

See pricing →