Rascasse Audience Intelligence

Massively multiplayer online real-time strategy game Audience in United States

A data profile of the people who buy, follow and care about Massively multiplayer online real-time strategy game in United States — modelled from more than twelve digital signal sources. Massively multiplayer online real-time strategy game has an estimated audience of 5,024,522 people in United States.

Massively multiplayer online real-time strategy game has an estimated audience of 5,024,522 people in United States. 32.9% are female, 67.1% are male, average age 27.1. Top brand affinities: Strategy games, Massively multiplayer online games, RT (TV network), Mobile game, Action role-playing game.

Top brand affinities include Strategy games, Massively multiplayer online games, RT (TV network), with strongest over-indexing on Strategy games (22.22× the country average).

Demographically, the Massively multiplayer online real-time strategy game audience skews more male with an average age of 27.1, and over-indexes on personality traits such as Patriotism, Convenience Orientation.

The typical Massively multiplayer online real-time strategy game fan in United States is more male, around 27.1 years old, with strong Patriotism tendencies and a notable affinity for Strategy games.

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 real-time strategy game profile in United States.

Audience size
5M
in United States
Gender
32.9%
67.1% male
Age
27.1
average years
Country rank
#6684
Topic in United States
Fig. 01

Search interest · 12-month trend

-33%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Massively multiplayer online real-time strategy game fans

32.9% are female, 67.1% are male, average age 27.1.

Fig. 02

Gender split

32.9%
Female
67.1%
Male
Demographic split for Massively multiplayer online real-time strategy game audience in United States
MetricValue
Female32.9%
Male67.1%
Average age27.1
Estimated audience size5,024,522
Fig. 03

Age distribution

Ø 27.1
average years
Age distribution of the Massively multiplayer online real-time strategy game audience in United States
Age bracketShare%
16-1958%
20-2919%
30-3911%
40-497%
50+5%
Fig. 04

Worldwide distribution

22.2%

of the worldwide Massively multiplayer online real-time strategy game audience comes from United States.

Worldwide audience distribution share by country for Massively multiplayer online real-time strategy game
CountryShare
United States22.2%
Japan12.2%
Germany5.6%
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 real-time strategy game 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 real-time strategy game audience
#·InterestCategoryAffinity×
01RT (TV network)Movies & TV33.09×
02Tower defenseGames24.63×
03Strategy gamesGames22.22×
04Age of EmpiresGames21.86×
05Khabib NurmagomedovSports20.95×
06Massively multiplayer online gamesGames13.94×
07Action role-playing gameGames9.47×
08Real-time strategyGames8.57×
09Collectible card gameGames8.43×
10Assassin's CreedGames7.21×
11TokyoTravel & Leisure7.07×
12Action gamesGames6.72×
13Rick and MortyMovies & TV6.44×
14Mobile gameGames6.43×
15Action-adventure gameGames6.00×
16CrunchyrollGames5.85×
17Role-playing gamesGames4.47×
18Anime and manga fandomLiterature4.28×
19SubwayFood & Beverages2.93×
20Pizza HutFood & Beverages2.76×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Massively multiplayer online real-time strategy game 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 real-time strategy game audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM3.65×
Convenience OrientationPREMIUM1.59×
TraditionCONSERVATISM1.40×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Massively multiplayer online real-time strategy game audience · Rather not
TraitClusterDeviationScore
CreativityOPEN0.53×
IndulgenceJOY0.65×
DIY MentalityTHRILL0.67×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in United States who actively search for Massively multiplayer online real-time strategy game. 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.

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