Massively multiplayer online games Audience in United States

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Massively multiplayer online games has an estimated audience of 15,582,126 people in United States. 30.3% are female, 69.7% are male, average age 33.5. Top regions: California, Texas, Florida. Top brand affinities: World of Warcraft, Twitch, Mobile game, PC game, League of Legends.

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 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 · Subtype: Gaming genre

Demographics of Massively multiplayer online games fans

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

Audience persona

The typical Massively multiplayer online games fan in United States is more male, around 33.5 years old, with strong LGBTQ+ Identity tendencies and a notable affinity for World of Warcraft.

Top regions in United States

Top regions ranked by reach for Massively multiplayer online games in United States
RegionReachAffinity
California2,098,2131.22×
Texas1,456,3011.09×
Florida1,083,2011.03×
New York795,6130.91×
Pennsylvania491,7520.94×
Georgia491,6641.02×
Illinois483,4470.93×
Ohio480,543
North Carolina472,6141.01×
Michigan417,5991.02×
Washington415,7951.33×
Virginia394,4021.04×
Arizona371,2221.17×
New Jersey352,2660.89×
Tennessee318,0381.02×
Indiana303,4031.07×
Massachusetts281,6640.92×
Missouri271,8671.08×
Maryland267,370
Colorado255,1601.04×
Oregon227,8551.28×
Kentucky227,2761.16×
Oklahoma220,4391.27×
Wisconsin219,7130.94×
Minnesota218,9550.98×
Alabama207,6860.95×
South Carolina199,3520.85×
Louisiana198,3250.99×
Nevada184,1501.22×
Utah155,4141.11×
Arkansas145,3171.13×
Connecticut140,9310.9×
Kansas137,4871.12×
Iowa113,7020.89×
Mississippi106,8810.83×
Idaho87,1491.12×
Hawaii84,6051.26×
Nebraska75,5250.97×
New Mexico68,3570.87×
West Virginia67,5190.93×
Maine53,6880.96×
New Hampshire53,1040.86×
Alaska41,3461.24×
Rhode Island40,2900.81×
Montana36,7110.85×
Washington, District of Columbia33,5520.72×
South Dakota31,6230.88×
Delaware29,5210.69×
North Dakota26,3000.82×
Wyoming21,7240.94×

Top brand affinities

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

Top brand affinities (over-index vs. country average) for Massively multiplayer online games audience
BrandAffinityCategory
World of Warcraft11.45×Games
Twitch7.39×Games
Mobile game5.16×Games
PC game8.14×Games
League of Legends8.93×Games
Massively multiplayer online role-playing games7.98×Games
TikTok3.2×Internet & Social Media
Epic Games8.79×Games
Massively multiplayer online real-time strategy game13.94×Games
Call of Duty11.59×Games
Peacemaker3.64×Movies & TV
Superman2.57×Movies & TV
Warcraft13.01×Games
Strategy games7.03×Games
Counter-Strike: Global Offensive9.32×Games
Online games3.82×Games
Call of Duty: Black Ops11.68×Games
The Last of Us8.33×Games
Action role-playing game7.1×Games
Anime and manga fandom4.99×Literature

Psychographic profile

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

Top personality traits over-indexed by Massively multiplayer online games audience
TraitClusterScore
LGBTQ+ IdentityOPEN2.1
Early Adopter MentalityPOWER1.63
Social Media UsageJOY1.3
ExtroversionTHRILL1.17
IndividualismJOY1.09
PatriotismCONSERVATISM1.03

Worldwide distribution

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

See Massively multiplayer online games audiences in other countries

More Gaming genre audiences in United States

Frequently asked questions

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.

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.

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.

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 2,098,213), Texas (reach 1,456,301), and Florida (reach 1,083,201). These three regions account for the largest share of the active audience.

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.

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.