A data profile of the people who buy, follow and care about Minecraft in United States — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 41,787,338 people in United States.
Minecraft fans in United States are concentrated in California, with strong brand affinity for Minecraft.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Minecraft, Roblox, Beauty, with strongest over-indexing on Minecraft (6.38× the country average).
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The key figures that characterise the Minecraft profile in United States.
| Metric | Value |
|---|---|
| Estimated audience size | 41,787,338 |
Where the Minecraft audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Utah | ~500K | 1.47× | |
| 02 | Kentucky | ~700K | 1.35× | |
| 03 | Alaska | ~100K | 1.30× | |
| 04 | Texas | ~4.5M | 1.28× | |
| 05 | Oklahoma | ~600K | 1.26× | |
| 06 | Idaho | ~300K | 1.24× | |
| 07 | Washington | ~1M | 1.23× | |
| 08 | Georgia | ~1.5M | 1.15× | |
| 09 | Virginia | ~1M | 1.14× | |
| 10 | Indiana | ~800K | 1.13× | |
| 11 | Oregon | ~500K | 1.12× | |
| 12 | Arkansas | ~400K | 1.12× | |
| 13 | New Mexico | ~200K | 1.12× | |
| 14 | South Dakota | ~100K | 1.10× | |
| 15 | North Carolina | ~1.5M | 1.09× | |
| 16 | Nebraska | ~200K | 1.07× | |
| 17 | Kansas | ~300K | 1.06× | |
| 18 | Missouri | ~700K | 1.05× | |
| 19 | West Virginia | ~200K | 1.05× | |
| 20 | California | ~4.5M | 1.04× | |
| 21 | Arizona | ~900K | 1.04× | |
| 22 | Montana | ~100K | 1.02× | |
| 23 | North Dakota | ~90K | 1.02× | |
| 24 | Alabama | ~600K | 1.01× | |
| 25 | Ohio | ~1.5M | 1.00× | |
| 26 | South Carolina | ~600K | 1.00× | |
| 27 | Pennsylvania | ~1.5M | 0.99× | |
| 28 | Louisiana | ~500K | 0.99× | |
| 29 | Florida | ~2.5M | 0.98× | |
| 30 | Nevada | ~400K | 0.96× | |
| 31 | Iowa | ~300K | 0.95× | |
| 32 | Michigan | ~1M | 0.94× | |
| 33 | Maryland | ~700K | 0.93× | |
| 34 | Wisconsin | ~600K | 0.93× | |
| 35 | Hawaii | ~200K | 0.93× | |
| 36 | Illinois | ~1M | 0.91× | |
| 37 | New Jersey | ~1M | 0.91× | |
| 38 | Mississippi | ~300K | 0.91× | |
| 39 | Colorado | ~600K | 0.90× | |
| 40 | Tennessee | ~700K | 0.87× | |
| 41 | Maine | ~100K | 0.87× | |
| 42 | Minnesota | ~500K | 0.85× | |
| 43 | New York | ~2M | 0.83× | |
| 44 | Connecticut | ~300K | 0.82× | |
| 45 | New Hampshire | ~100K | 0.82× | |
| 46 | Vermont | ~60K | 0.79× | |
| 47 | Massachusetts | ~600K | 0.78× | |
| 48 | Rhode Island | ~100K | 0.77× | |
| 49 | Delaware | ~80K | 0.72× | |
| 50 | Washington, District of Columbia | ~60K | 0.49× |
The strongest cross-interests of the Minecraft audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Guild Wars | Games | 30.24× | ||
| 02 | Dark Souls II | Games | 29.37× | ||
| 03 | Scream 4 | Movies & TV | 15.69× | ||
| 04 | Minecraft | Games | 6.38× | ||
| 05 | Roblox | Games | 6.03× | ||
| 06 | Crunchyroll | Games | 4.72× | ||
| 07 | Gaming computer | Technology & Electronics | 4.44× | ||
| 08 | Twitch | Games | 3.72× | ||
| 09 | PC game | Games | 3.62× | ||
| 10 | Anime convention | Literature | 3.39× | ||
| 11 | Underground hip hop | Music & Radio | 3.30× | ||
| 12 | Anime and manga fandom | Literature | 3.15× | ||
| 13 | Self-love | Health | 3.07× | ||
| 14 | Manga | Literature | 2.56× | ||
| 15 | Shoes | Fashion & Accessoires | 1.87× | ||
| 16 | Beauty | Beauty & Wellness | 1.75× | ||
| 17 | TikTok | Internet & Social Media | 1.72× | ||
| 18 | Superman | Movies & TV | 1.67× | ||
| 19 | Cuisine | Food & Beverages | 1.55× | ||
| 20 | Movies | Movies & TV | 1.51× |
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 Minecraft. 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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