A data profile of the people who buy, follow and care about Mega Man (video game) in United States — modelled from more than twelve digital signal sources. Mega Man (video game) has an estimated audience of 289,390 people in United States.
The average Mega Man (video game) fan in United States is 29.4 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Disney Infinity, Castlevania, Rayman, with strongest over-indexing on Disney Infinity (525.94× the country average).
Demographically, the Mega Man (video game) audience skews more male with an average age of 29.4, and over-indexes on personality traits such as Early Adopter Mentality, Convenience Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Mega Man (video game) fan in United States is more male, around 29.4 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Disney Infinity.
The key figures that characterise the Mega Man (video game) profile in United States.
27.9% are female, 72.1% are male, average age 29.4.
| Metric | Value |
|---|---|
| Female | 27.9% |
| Male | 72.1% |
| Average age | 29.4 |
| Estimated audience size | 289,390 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 48% | |
| 20-29 | 17% | |
| 30-39 | 21% | |
| 40-49 | 10% | |
| 50+ | 4% |
Where the Mega Man (video game) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Maryland | ~8K | 1.53× | |
| 02 | California | ~40K | 1.29× | |
| 03 | Arizona | ~8K | 1.28× | |
| 04 | Texas | ~30K | 1.24× | |
| 05 | Nevada | ~3K | 1.22× | |
| 06 | Maine | ~1K | 1.18× | |
| 07 | Illinois | ~10K | 1.17× | |
| 08 | Georgia | ~10K | 1.14× | |
| 09 | Alaska | <1K | 1.14× | |
| 10 | New York | ~20K | 1.13× | |
| 11 | New Jersey | ~8K | 1.13× | |
| 12 | Oklahoma | ~4K | 1.12× | |
| 13 | Florida | ~20K | 1.10× | |
| 14 | Alabama | ~4K | 1.10× | |
| 15 | Washington | ~6K | 1.09× | |
| 16 | Pennsylvania | ~10K | 1.07× | |
| 17 | Louisiana | ~4K | 1.07× | |
| 18 | Oregon | ~4K | 1.06× | |
| 19 | Utah | ~3K | 1.06× | |
| 20 | North Carolina | ~9K | 1.05× | |
| 21 | Virginia | ~7K | 1.05× | |
| 22 | Connecticut | ~3K | 1.05× | |
| 23 | Indiana | ~5K | 1.00× | |
| 24 | Kentucky | ~4K | 0.99× | |
| 25 | Ohio | ~9K | 0.98× | |
| 26 | Tennessee | ~6K | 0.98× | |
| 27 | Missouri | ~5K | 0.98× | |
| 28 | Idaho | ~1K | 0.98× | |
| 29 | Hawaii | ~1K | 0.98× | |
| 30 | Michigan | ~7K | 0.97× | |
| 31 | Massachusetts | ~5K | 0.97× | |
| 32 | Mississippi | ~2K | 0.97× | |
| 33 | Arkansas | ~2K | 0.96× | |
| 34 | New Mexico | ~1K | 0.95× | |
| 35 | Rhode Island | <1K | 0.94× | |
| 36 | Delaware | <1K | 0.94× | |
| 37 | New Hampshire | ~1K | 0.92× | |
| 38 | Kansas | ~2K | 0.91× | |
| 39 | Nebraska | ~1K | 0.90× | |
| 40 | South Carolina | ~4K | 0.89× | |
| 41 | West Virginia | ~1K | 0.88× | |
| 42 | Colorado | ~4K | 0.87× | |
| 43 | Vermont | <1K | 0.86× | |
| 44 | Washington, District of Columbia | <1K | 0.84× | |
| 45 | Minnesota | ~3K | 0.83× | |
| 46 | Wisconsin | ~4K | 0.81× | |
| 47 | North Dakota | <1K | 0.81× | |
| 48 | Iowa | ~2K | 0.76× | |
| 49 | South Dakota | <1K | 0.76× | |
| 50 | Montana | <1K | 0.74× |
The strongest cross-interests of the Mega Man (video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Disney Infinity | Games | 525.94× | ||
| 02 | Rayman | Games | 160.46× | ||
| 03 | Castlevania | Games | 144.97× | ||
| 04 | Chrono Trigger | Games | 70.68× | ||
| 05 | Robert Trujillo | Music & Radio | 66.08× | ||
| 06 | Fruit Bouquets | Food & Beverages | 43.96× | ||
| 07 | Danica Patrick | Sports | 43.61× | ||
| 08 | Devil May Cry | Games | 35.15× | ||
| 09 | Fire Emblem | Games | 34.41× | ||
| 10 | Metal Gear Solid | Games | 28.36× | ||
| 11 | Jumanji | Movies & TV | 21.42× | ||
| 12 | Mario Kart | Games | 20.00× | ||
| 13 | Max Verstappen | Sports | 16.34× | ||
| 14 | Retrogaming | Games | 9.42× | ||
| 15 | Graphic novel | Literature | 9.15× | ||
| 16 | My Hero Academia | Literature | 8.60× | ||
| 17 | Collectible card game | Games | 6.73× | ||
| 18 | Crunchyroll | Games | 6.45× | ||
| 19 | Steam | Games | 6.42× | ||
| 20 | Anime and manga fandom | Literature | 4.58× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.52× | |
| Convenience Orientation | PREMIUM | 1.38× | |
| Urban Lifestyle | OPEN | 1.33× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.69× | |
| Price Sensitivity | PREMIUM | 0.74× | |
| Design Affinity | PREMIUM | 0.74× |
Mega Man (video game) has an estimated audience of 289,390 people in United States, concentrated in California and Texas.
27.9% of Mega Man (video game) fans are female, 72.1% are male, with an average age of 29.4 years.
Mega Man (video game) fans show strongest brand affinity for Disney Infinity (525.94×), Castlevania (144.97×), and Rayman (160.46×) over the country average.
Mega Man (video game) fans in United States are most concentrated in California (reach ~40K), Texas (reach ~30K), and Florida (reach ~20K). These three regions account for the largest share of the active audience.
Beyond Mega Man (video game) itself, the audience over-indexes on Castlevania (144.97×), Rayman (160.46×), Danica Patrick (43.61×), and Chrono Trigger (70.68×) 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 Mega Man (video 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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