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.
The key figures that characterise the Massively multiplayer online games profile in United States.
30.3% are female, 69.7% are male, average age 33.5.
| Metric | Value |
|---|---|
| Female | 30.3% |
| Male | 69.7% |
| Average age | 33.5 |
| Estimated audience size | 15,582,126 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 35% | |
| 20-29 | 23% | |
| 30-39 | 17% | |
| 40-49 | 13% | |
| 50+ | 12% |
of the worldwide Massively multiplayer online games audience comes from United States.
| Country | Share |
|---|---|
| United States | 13.5% |
| China | 7.3% |
| India | 7.1% |
Where the Massively multiplayer online games audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Oklahoma | ~200K | 1.28× | |
| 02 | Alaska | ~40K | 1.23× | |
| 03 | Washington | ~400K | 1.22× | |
| 04 | Oregon | ~200K | 1.19× | |
| 05 | Kentucky | ~200K | 1.16× | |
| 06 | Utah | ~200K | 1.16× | |
| 07 | Nevada | ~200K | 1.15× | |
| 08 | Arkansas | ~100K | 1.15× | |
| 09 | Hawaii | ~80K | 1.15× | |
| 10 | Idaho | ~90K | 1.12× | |
| 11 | Kansas | ~100K | 1.10× | |
| 12 | California | ~2M | 1.09× | |
| 13 | Arizona | ~300K | 1.08× | |
| 14 | West Virginia | ~80K | 1.08× | |
| 15 | Missouri | ~300K | 1.06× | |
| 16 | Indiana | ~300K | 1.05× | |
| 17 | South Dakota | ~40K | 1.04× | |
| 18 | Texas | ~1.5M | 1.02× | |
| 19 | Michigan | ~400K | 1.01× | |
| 20 | North Dakota | ~30K | 1.01× | |
| 21 | Tennessee | ~300K | 1.00× | |
| 22 | Virginia | ~400K | 0.99× | |
| 23 | Colorado | ~200K | 0.99× | |
| 24 | Maine | ~60K | 0.99× | |
| 25 | Montana | ~40K | 0.99× | |
| 26 | Wisconsin | ~200K | 0.97× | |
| 27 | Minnesota | ~200K | 0.97× | |
| 28 | Alabama | ~200K | 0.97× | |
| 29 | Nebraska | ~80K | 0.97× | |
| 30 | New Hampshire | ~60K | 0.97× | |
| 31 | Florida | ~1M | 0.96× | |
| 32 | Ohio | ~500K | 0.96× | |
| 33 | Iowa | ~100K | 0.96× | |
| 34 | Louisiana | ~200K | 0.95× | |
| 35 | Georgia | ~500K | 0.94× | |
| 36 | North Carolina | ~400K | 0.94× | |
| 37 | Maryland | ~200K | 0.93× | |
| 38 | New Mexico | ~70K | 0.93× | |
| 39 | Pennsylvania | ~500K | 0.91× | |
| 40 | Connecticut | ~100K | 0.91× | |
| 41 | Mississippi | ~100K | 0.91× | |
| 42 | Illinois | ~500K | 0.90× | |
| 43 | Vermont | ~20K | 0.90× | |
| 44 | Rhode Island | ~40K | 0.89× | |
| 45 | Massachusetts | ~300K | 0.88× | |
| 46 | South Carolina | ~200K | 0.88× | |
| 47 | New Jersey | ~300K | 0.86× | |
| 48 | Delaware | ~40K | 0.86× | |
| 49 | New York | ~700K | 0.83× | |
| 50 | Washington, District of Columbia | ~40K | 0.76× |
The strongest cross-interests of the Massively multiplayer online games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Massively multiplayer online real-time strategy game | Games | 13.94× | ||
| 02 | Warcraft | Games | 13.01× | ||
| 03 | Call of Duty: Black Ops | Games | 11.68× | ||
| 04 | Call of Duty | Games | 11.59× | ||
| 05 | World of Warcraft | Games | 11.45× | ||
| 06 | Assassin's Creed | Games | 10.92× | ||
| 07 | Counter-Strike: Global Offensive | Games | 9.32× | ||
| 08 | League of Legends | Games | 8.93× | ||
| 09 | Epic Games | Games | 8.79× | ||
| 10 | PC game | Games | 8.14× | ||
| 11 | Massively multiplayer online role-playing games | Games | 7.98× | ||
| 12 | Twitch | Games | 7.39× | ||
| 13 | Action role-playing game | Games | 7.10× | ||
| 14 | Strategy games | Games | 7.03× | ||
| 15 | Mobile game | Games | 5.16× | ||
| 16 | Anime and manga fandom | Literature | 4.99× | ||
| 17 | Online games | Games | 3.82× | ||
| 18 | Peacemaker | Movies & TV | 3.64× | ||
| 19 | TikTok | Internet & Social Media | 3.20× | ||
| 20 | Superman | Movies & TV | 2.57× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.68× | |
| Early Adopter Mentality | POWER | 1.55× | |
| Patriotism | CONSERVATISM | 1.49× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.66× | |
| Spirituality | BALANCE | 0.69× | |
| Design Affinity | PREMIUM | 0.70× |
Massively multiplayer online games has an estimated audience of 15,582,126 people in United States, concentrated in California and Texas.
30.3% of Massively multiplayer online games fans are female, 69.7% are male, with an average age of 33.5 years.
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.
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.
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.
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 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.
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.