A data profile of the people who buy, follow and care about Mortal Kombat (1992 video game) in United States — modelled from more than twelve digital signal sources. Mortal Kombat (1992 video game) has an estimated audience of 568,697 people in United States.
The average Mortal Kombat (1992 video game) fan in United States is 30.0 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Prince of Persia, Mortal Kombat, Donkey Kong, with strongest over-indexing on Prince of Persia (181.76× the country average).
Demographically, the Mortal Kombat (1992 video game) audience skews more male with an average age of 30.0, and over-indexes on personality traits such as Patriotism, 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 Mortal Kombat (1992 video game) fan in United States is more male, around 30.0 years old, with strong Patriotism tendencies and a notable affinity for Prince of Persia.
The key figures that characterise the Mortal Kombat (1992 video game) profile in United States.
20.5% are female, 79.5% are male, average age 30.0.
| Metric | Value |
|---|---|
| Female | 20.5% |
| Male | 79.5% |
| Average age | 30.0 |
| Estimated audience size | 568,697 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 39% | |
| 20-29 | 27% | |
| 30-39 | 22% | |
| 40-49 | 9% | |
| 50+ | 4% |
Where the Mortal Kombat (1992 video game) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Texas | ~70K | 1.42× | |
| 02 | California | ~80K | 1.37× | |
| 03 | New Mexico | ~4K | 1.30× | |
| 04 | Hawaii | ~3K | 1.25× | |
| 05 | Louisiana | ~9K | 1.19× | |
| 06 | Nevada | ~6K | 1.19× | |
| 07 | Georgia | ~20K | 1.17× | |
| 08 | Mississippi | ~5K | 1.17× | |
| 09 | Arizona | ~10K | 1.14× | |
| 10 | Oklahoma | ~7K | 1.10× | |
| 11 | Alaska | ~1K | 1.10× | |
| 12 | Illinois | ~20K | 1.08× | |
| 13 | Arkansas | ~5K | 1.07× | |
| 14 | Tennessee | ~10K | 1.05× | |
| 15 | Maryland | ~10K | 1.05× | |
| 16 | Florida | ~40K | 1.02× | |
| 17 | New York | ~30K | 1.02× | |
| 18 | Ohio | ~20K | 1.01× | |
| 19 | North Carolina | ~20K | 1.00× | |
| 20 | Alabama | ~8K | 1.00× | |
| 21 | Rhode Island | ~2K | 1.00× | |
| 22 | Washington | ~10K | 0.99× | |
| 23 | West Virginia | ~3K | 0.99× | |
| 24 | Delaware | ~2K | 0.99× | |
| 25 | Missouri | ~9K | 0.98× | |
| 26 | Utah | ~5K | 0.98× | |
| 27 | Idaho | ~3K | 0.98× | |
| 28 | Michigan | ~10K | 0.97× | |
| 29 | Kentucky | ~7K | 0.97× | |
| 30 | South Carolina | ~8K | 0.96× | |
| 31 | North Dakota | ~1K | 0.96× | |
| 32 | Connecticut | ~5K | 0.95× | |
| 33 | Montana | ~1K | 0.95× | |
| 34 | South Dakota | ~1K | 0.95× | |
| 35 | Virginia | ~10K | 0.94× | |
| 36 | Indiana | ~10K | 0.94× | |
| 37 | Kansas | ~4K | 0.93× | |
| 38 | Vermont | <1K | 0.93× | |
| 39 | Colorado | ~8K | 0.92× | |
| 40 | Maine | ~2K | 0.92× | |
| 41 | Pennsylvania | ~20K | 0.91× | |
| 42 | Oregon | ~6K | 0.91× | |
| 43 | Nebraska | ~3K | 0.91× | |
| 44 | New Jersey | ~10K | 0.89× | |
| 45 | Wisconsin | ~7K | 0.89× | |
| 46 | New Hampshire | ~2K | 0.89× | |
| 47 | Washington, District of Columbia | ~1K | 0.89× | |
| 48 | Iowa | ~4K | 0.86× | |
| 49 | Minnesota | ~7K | 0.84× | |
| 50 | Massachusetts | ~9K | 0.80× |
The strongest cross-interests of the Mortal Kombat (1992 video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Prince of Persia | Games | 181.76× | ||
| 02 | Wizard World | Literature | 67.10× | ||
| 03 | Donkey Kong | Games | 64.27× | ||
| 04 | Space Invaders | Games | 53.66× | ||
| 05 | Freddy vs. Jason | Movies & TV | 50.40× | ||
| 06 | Mortal Kombat | Games | 35.15× | ||
| 07 | Role-playing | Games | 31.58× | ||
| 08 | GameCube | Games | 28.49× | ||
| 09 | City-building game | Games | 24.75× | ||
| 10 | Logan Paul | Movies & TV | 17.71× | ||
| 11 | Graphic novel | Literature | 8.62× | ||
| 12 | Arrow | Movies & TV | 8.15× | ||
| 13 | Assassin's Creed | Games | 7.74× | ||
| 14 | Collectible card game | Games | 7.54× | ||
| 15 | Arcade game | Games | 5.66× | ||
| 16 | Pokémon | Games | 5.00× | ||
| 17 | Anime and manga fandom | Literature | 4.82× | ||
| 18 | GameStop | Games | 4.46× | ||
| 19 | Mobile game | Games | 3.97× | ||
| 20 | Superman | Movies & TV | 2.25× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.67× | |
| Early Adopter Mentality | POWER | 1.43× | |
| Convenience Orientation | PREMIUM | 1.32× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Sustainability | BALANCE | 0.55× | |
| Price Sensitivity | PREMIUM | 0.60× | |
| DIY Mentality | THRILL | 0.62× |
Mortal Kombat (1992 video game) has an estimated audience of 568,697 people in United States, concentrated in California and Texas.
20.5% of Mortal Kombat (1992 video game) fans are female, 79.5% are male, with an average age of 30.0 years.
Mortal Kombat (1992 video game) fans show strongest brand affinity for Prince of Persia (181.76×), Mortal Kombat (35.15×), and Donkey Kong (64.27×) over the country average.
Mortal Kombat (1992 video game) fans in United States are most concentrated in California (reach ~80K), Texas (reach ~70K), and Florida (reach ~40K). These three regions account for the largest share of the active audience.
Beyond Mortal Kombat (1992 video game) itself, the audience over-indexes on Mortal Kombat (35.15×), Donkey Kong (64.27×), Freddy vs. Jason (50.4×), and Role-playing (31.58×) 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 Mortal Kombat (1992 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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