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.
The key figures that characterise the Massively multiplayer online real-time strategy game profile in United States.
32.9% are female, 67.1% are male, average age 27.1.
| Metric | Value |
|---|---|
| Female | 32.9% |
| Male | 67.1% |
| Average age | 27.1 |
| Estimated audience size | 5,024,522 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 58% | |
| 20-29 | 19% | |
| 30-39 | 11% | |
| 40-49 | 7% | |
| 50+ | 5% |
of the worldwide Massively multiplayer online real-time strategy game audience comes from United States.
| Country | Share |
|---|---|
| United States | 22.2% |
| Japan | 12.2% |
| Germany | 5.6% |
The strongest cross-interests of the Massively multiplayer online real-time strategy game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | RT (TV network) | Movies & TV | 33.09× | ||
| 02 | Tower defense | Games | 24.63× | ||
| 03 | Strategy games | Games | 22.22× | ||
| 04 | Age of Empires | Games | 21.86× | ||
| 05 | Khabib Nurmagomedov | Sports | 20.95× | ||
| 06 | Massively multiplayer online games | Games | 13.94× | ||
| 07 | Action role-playing game | Games | 9.47× | ||
| 08 | Real-time strategy | Games | 8.57× | ||
| 09 | Collectible card game | Games | 8.43× | ||
| 10 | Assassin's Creed | Games | 7.21× | ||
| 11 | Tokyo | Travel & Leisure | 7.07× | ||
| 12 | Action games | Games | 6.72× | ||
| 13 | Rick and Morty | Movies & TV | 6.44× | ||
| 14 | Mobile game | Games | 6.43× | ||
| 15 | Action-adventure game | Games | 6.00× | ||
| 16 | Crunchyroll | Games | 5.85× | ||
| 17 | Role-playing games | Games | 4.47× | ||
| 18 | Anime and manga fandom | Literature | 4.28× | ||
| 19 | Subway | Food & Beverages | 2.93× | ||
| 20 | Pizza Hut | Food & Beverages | 2.76× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 3.65× | |
| Convenience Orientation | PREMIUM | 1.59× | |
| Tradition | CONSERVATISM | 1.40× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.53× | |
| Indulgence | JOY | 0.65× | |
| DIY Mentality | THRILL | 0.67× |
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 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.
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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