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 14,806,114 people in United States.
The average Minecraft fan in United States is 29.0 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Roblox, Beauty, Guild Wars, with strongest over-indexing on Roblox (6.03× the country average).
Demographically, the Minecraft audience skews more male with an average age of 29.0, and over-indexes on personality traits such as Extroversion, Social Media Usage.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Minecraft fan in United States is more male, around 29.0 years old, with strong Extroversion tendencies and a notable affinity for Roblox.
The key figures that characterise the Minecraft profile in United States.
38.5% are female, 61.5% are male, average age 29.0.
| Metric | Value |
|---|---|
| Female | 38.5% |
| Male | 61.5% |
| Average age | 29.0 |
| Estimated audience size | 14,806,114 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 50% | |
| 20-29 | 22% | |
| 30-39 | 12% | |
| 40-49 | 8% | |
| 50+ | 8% |
of the worldwide Minecraft audience comes from United States.
| Country | Share |
|---|---|
| United States | 17.7% |
| China | 4.5% |
| Brazil | 4.3% |
Where the Minecraft audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Utah | ~200K | 1.47× | |
| 02 | Kentucky | ~200K | 1.35× | |
| 03 | Alaska | ~30K | 1.30× | |
| 04 | Texas | ~1.5M | 1.28× | |
| 05 | Oklahoma | ~200K | 1.26× | |
| 06 | Idaho | ~80K | 1.24× | |
| 07 | Washington | ~300K | 1.23× | |
| 08 | Georgia | ~400K | 1.15× | |
| 09 | Virginia | ~300K | 1.14× | |
| 10 | Indiana | ~300K | 1.13× | |
| 11 | Oregon | ~200K | 1.12× | |
| 12 | Arkansas | ~100K | 1.12× | |
| 13 | New Mexico | ~70K | 1.12× | |
| 14 | South Dakota | ~30K | 1.10× | |
| 15 | North Carolina | ~400K | 1.09× | |
| 16 | Nebraska | ~70K | 1.07× | |
| 17 | Kansas | ~100K | 1.06× | |
| 18 | Missouri | ~200K | 1.05× | |
| 19 | West Virginia | ~60K | 1.05× | |
| 20 | California | ~1.5M | 1.04× | |
| 21 | Arizona | ~300K | 1.04× | |
| 22 | Montana | ~40K | 1.02× | |
| 23 | North Dakota | ~30K | 1.02× | |
| 24 | Alabama | ~200K | 1.01× | |
| 25 | Ohio | ~400K | 1.00× | |
| 26 | South Carolina | ~200K | 1.00× | |
| 27 | Pennsylvania | ~400K | 0.99× | |
| 28 | Louisiana | ~200K | 0.99× | |
| 29 | Florida | ~800K | 0.98× | |
| 30 | Nevada | ~100K | 0.96× | |
| 31 | Iowa | ~100K | 0.95× | |
| 32 | Michigan | ~300K | 0.94× | |
| 33 | Maryland | ~200K | 0.93× | |
| 34 | Wisconsin | ~200K | 0.93× | |
| 35 | Hawaii | ~50K | 0.93× | |
| 36 | Illinois | ~400K | 0.91× | |
| 37 | New Jersey | ~300K | 0.91× | |
| 38 | Mississippi | ~90K | 0.91× | |
| 39 | Colorado | ~200K | 0.90× | |
| 40 | Tennessee | ~200K | 0.87× | |
| 41 | Maine | ~40K | 0.87× | |
| 42 | Minnesota | ~200K | 0.85× | |
| 43 | New York | ~600K | 0.83× | |
| 44 | Connecticut | ~100K | 0.82× | |
| 45 | New Hampshire | ~40K | 0.82× | |
| 46 | Vermont | ~20K | 0.79× | |
| 47 | Massachusetts | ~200K | 0.78× | |
| 48 | Rhode Island | ~30K | 0.77× | |
| 49 | Delaware | ~20K | 0.72× | |
| 50 | Washington, District of Columbia | ~20K | 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 | Roblox | Games | 6.03× | ||
| 05 | Crunchyroll | Games | 4.72× | ||
| 06 | Gaming computer | Technology & Electronics | 4.44× | ||
| 07 | Twitch | Games | 3.72× | ||
| 08 | PC game | Games | 3.62× | ||
| 09 | Anime convention | Literature | 3.39× | ||
| 10 | Underground hip hop | Music & Radio | 3.30× | ||
| 11 | Anime and manga fandom | Literature | 3.15× | ||
| 12 | Self-love | Health | 3.07× | ||
| 13 | Manga | Literature | 2.56× | ||
| 14 | Shoes | Fashion & Accessoires | 1.87× | ||
| 15 | Beauty | Beauty & Wellness | 1.75× | ||
| 16 | TikTok | Internet & Social Media | 1.72× | ||
| 17 | Superman | Movies & TV | 1.67× | ||
| 18 | Cuisine | Food & Beverages | 1.55× | ||
| 19 | Spotify | Internet & Social Media | 1.55× | ||
| 20 | Movies | Movies & TV | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Extroversion | THRILL | 1.26× | |
| Social Media Usage | JOY | 1.18× | |
| Pet Ownership | JOY | 1.13× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.38× | |
| Quality Awareness | PREMIUM | 0.39× | |
| Career Orientation | POWER | 0.46× |
Minecraft has an estimated audience of 14,806,114 people in United States, concentrated in California and Texas.
38.5% of Minecraft fans are female, 61.5% are male, with an average age of 29.0 years.
Minecraft fans show strongest brand affinity for Roblox (6.03×), Beauty (1.75×), and Guild Wars (30.24×) over the country average.
Minecraft fans in United States are most concentrated in California (reach ~1.5M), Texas (reach ~1.5M), and Florida (reach ~800K). These three regions account for the largest share of the active audience.
Beyond Minecraft itself, the audience over-indexes on Beauty (1.75×), Guild Wars (30.24×), Twitch (3.72×), and Movies (1.51×) 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 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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