A data profile of the people who buy, follow and care about Mixed reality in United States — modelled from more than twelve digital signal sources. Mixed reality has an estimated audience of 2,489,057 people in United States.
The average Mixed reality fan in United States is 32.7 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Wearable technology, International education, Augmented reality, with strongest over-indexing on Wearable technology (28.27× the country average).
Demographically, the Mixed reality audience skews more male with an average age of 32.7, and over-indexes on personality traits such as Convenience Orientation, Early Adopter Mentality.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Mixed reality fan in United States is more male, around 32.7 years old, with strong Convenience Orientation tendencies and a notable affinity for Wearable technology.
The key figures that characterise the Mixed reality profile in United States.
40.4% are female, 59.6% are male, average age 32.7.
| Metric | Value |
|---|---|
| Female | 40.4% |
| Male | 59.6% |
| Average age | 32.7 |
| Estimated audience size | 2,489,057 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 37% | |
| 20-29 | 22% | |
| 30-39 | 17% | |
| 40-49 | 14% | |
| 50+ | 10% |
of the worldwide Mixed reality audience comes from United States.
| Country | Share |
|---|---|
| United States | 29.2% |
| Italy | 8.6% |
| United Kingdom | 5.6% |
Where the Mixed reality audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Nebraska | ~20K | 1.52× | |
| 02 | Arkansas | ~30K | 1.25× | |
| 03 | North Dakota | ~6K | 1.22× | |
| 04 | Alaska | ~6K | 1.19× | |
| 05 | Washington | ~60K | 1.15× | |
| 06 | South Dakota | ~6K | 1.13× | |
| 07 | Vermont | ~5K | 1.12× | |
| 08 | California | ~300K | 1.11× | |
| 09 | Oregon | ~30K | 1.07× | |
| 10 | Washington, District of Columbia | ~8K | 1.07× | |
| 11 | New York | ~100K | 1.06× | |
| 12 | Rhode Island | ~8K | 1.06× | |
| 13 | Montana | ~7K | 1.06× | |
| 14 | Delaware | ~7K | 1.01× | |
| 15 | Virginia | ~60K | 1.00× | |
| 16 | West Virginia | ~10K | 1.00× | |
| 17 | Hawaii | ~10K | 1.00× | |
| 18 | Maine | ~9K | 1.00× | |
| 19 | New Hampshire | ~10K | 0.98× | |
| 20 | Idaho | ~10K | 0.97× | |
| 21 | Massachusetts | ~50K | 0.96× | |
| 22 | Indiana | ~40K | 0.96× | |
| 23 | New Mexico | ~10K | 0.96× | |
| 24 | Arizona | ~50K | 0.95× | |
| 25 | Mississippi | ~20K | 0.95× | |
| 26 | Florida | ~200K | 0.93× | |
| 27 | Oklahoma | ~30K | 0.93× | |
| 28 | Kansas | ~20K | 0.93× | |
| 29 | Maryland | ~40K | 0.92× | |
| 30 | Alabama | ~30K | 0.92× | |
| 31 | Louisiana | ~30K | 0.92× | |
| 32 | Kentucky | ~30K | 0.92× | |
| 33 | Connecticut | ~20K | 0.92× | |
| 34 | Utah | ~20K | 0.92× | |
| 35 | Iowa | ~20K | 0.92× | |
| 36 | Ohio | ~70K | 0.91× | |
| 37 | Missouri | ~40K | 0.91× | |
| 38 | Nevada | ~20K | 0.91× | |
| 39 | Georgia | ~70K | 0.90× | |
| 40 | Tennessee | ~50K | 0.90× | |
| 41 | Pennsylvania | ~70K | 0.89× | |
| 42 | Minnesota | ~30K | 0.89× | |
| 43 | Michigan | ~60K | 0.88× | |
| 44 | New Jersey | ~50K | 0.87× | |
| 45 | Wisconsin | ~30K | 0.87× | |
| 46 | Illinois | ~70K | 0.86× | |
| 47 | North Carolina | ~60K | 0.86× | |
| 48 | Colorado | ~30K | 0.86× | |
| 49 | South Carolina | ~30K | 0.86× | |
| 50 | Texas | ~200K | 0.83× |
The strongest cross-interests of the Mixed reality audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | International education | Business & Career | 38.60× | ||
| 02 | Wearable technology | Technology & Electronics | 28.27× | ||
| 03 | Augmented reality | Technology & Electronics | 18.96× | ||
| 04 | Need for Speed | Games | 12.13× | ||
| 05 | Massively multiplayer online games | Games | 8.05× | ||
| 06 | Nvidia | Technology & Electronics | 7.91× | ||
| 07 | Virtual reality | Technology & Electronics | 7.25× | ||
| 08 | Sustainable energy | Home & Garden | 7.16× | ||
| 09 | Action role-playing game | Games | 6.71× | ||
| 10 | Tokyo | Travel & Leisure | 6.06× | ||
| 11 | Arcade game | Games | 5.88× | ||
| 12 | ICloud | Technology & Electronics | 5.60× | ||
| 13 | Renewable energy | Business & Career | 5.19× | ||
| 14 | Home automation | Technology & Electronics | 4.96× | ||
| 15 | Mobile game | Games | 4.81× | ||
| 16 | Action-adventure game | Games | 4.45× | ||
| 17 | Innovation | Business & Career | 4.29× | ||
| 18 | Anime and manga fandom | Literature | 3.97× | ||
| 19 | FedEx | Business & Career | 3.55× | ||
| 20 | Android (operating system) | Technology & Electronics | 2.48× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 2.68× | |
| Early Adopter Mentality | POWER | 2.14× | |
| Sustainability | BALANCE | 2.03× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.60× | |
| DIY Mentality | THRILL | 0.60× | |
| Healthy Lifestyle | BALANCE | 0.71× |
Mixed reality has an estimated audience of 2,489,057 people in United States, concentrated in California and Texas.
40.4% of Mixed reality fans are female, 59.6% are male, with an average age of 32.7 years.
Mixed reality fans show strongest brand affinity for Wearable technology (28.27×), International education (38.6×), and Augmented reality (18.96×) over the country average.
Mixed reality fans in United States are most concentrated in California (reach ~300K), Texas (reach ~200K), and Florida (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Mixed reality itself, the audience over-indexes on International education (38.6×), Augmented reality (18.96×), Mobile game (4.81×), and Virtual reality (7.25×) 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 Mixed reality. 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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