A data profile of the people who buy, follow and care about Ninja (gamer) in United States — modelled from more than twelve digital signal sources. Ninja (gamer) has an estimated audience of 6,941,766 people in United States.
The average Ninja (gamer) fan in United States is 33.1 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Mobile game, Massively multiplayer online games, Micro Center, with strongest over-indexing on Mobile game (5.55× the country average).
Demographically, the Ninja (gamer) audience skews more male with an average age of 33.1, 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 Ninja (gamer) fan in United States is more male, around 33.1 years old, with strong Patriotism tendencies and a notable affinity for Mobile game.
The key figures that characterise the Ninja (gamer) profile in United States.
31.7% are female, 68.3% are male, average age 33.1.
| Metric | Value |
|---|---|
| Female | 31.7% |
| Male | 68.3% |
| Average age | 33.1 |
| Estimated audience size | 6,941,766 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 38% | |
| 20-29 | 21% | |
| 30-39 | 15% | |
| 40-49 | 12% | |
| 50+ | 13% |
of the worldwide Ninja (gamer) audience comes from United States.
| Country | Share |
|---|---|
| United States | 25.3% |
| Germany | 17.7% |
| United Kingdom | 8.9% |
Where the Ninja (gamer) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Alabama | ~80K | 1.46× | |
| 02 | Louisiana | ~70K | 1.33× | |
| 03 | Arkansas | ~40K | 1.27× | |
| 04 | Nebraska | ~30K | 1.26× | |
| 05 | Oklahoma | ~50K | 1.22× | |
| 06 | North Carolina | ~100K | 1.16× | |
| 07 | South Dakota | ~10K | 1.16× | |
| 08 | North Dakota | ~10K | 1.16× | |
| 09 | Kansas | ~40K | 1.15× | |
| 10 | Texas | ~400K | 1.12× | |
| 11 | Wisconsin | ~70K | 1.11× | |
| 12 | Florida | ~300K | 1.08× | |
| 13 | Virginia | ~100K | 1.08× | |
| 14 | Georgia | ~100K | 1.06× | |
| 15 | Tennessee | ~90K | 1.06× | |
| 16 | Missouri | ~70K | 1.06× | |
| 17 | Pennsylvania | ~100K | 1.05× | |
| 18 | Ohio | ~100K | 1.05× | |
| 19 | Indiana | ~80K | 1.04× | |
| 20 | Kentucky | ~50K | 1.04× | |
| 21 | Mississippi | ~30K | 1.04× | |
| 22 | Utah | ~40K | 1.03× | |
| 23 | South Carolina | ~60K | 1.02× | |
| 24 | West Virginia | ~20K | 1.02× | |
| 25 | Iowa | ~30K | 1.00× | |
| 26 | California | ~400K | 0.99× | |
| 27 | Wyoming | ~6K | 0.99× | |
| 28 | New Jersey | ~100K | 0.98× | |
| 29 | New York | ~200K | 0.97× | |
| 30 | Illinois | ~100K | 0.97× | |
| 31 | Maryland | ~70K | 0.96× | |
| 32 | Nevada | ~40K | 0.96× | |
| 33 | Michigan | ~100K | 0.95× | |
| 34 | Arizona | ~80K | 0.94× | |
| 35 | Idaho | ~20K | 0.94× | |
| 36 | Connecticut | ~40K | 0.92× | |
| 37 | Massachusetts | ~70K | 0.90× | |
| 38 | New Mexico | ~20K | 0.89× | |
| 39 | New Hampshire | ~10K | 0.89× | |
| 40 | Montana | ~10K | 0.89× | |
| 41 | Delaware | ~10K | 0.87× | |
| 42 | Alaska | ~7K | 0.86× | |
| 43 | Minnesota | ~50K | 0.85× | |
| 44 | Maine | ~10K | 0.85× | |
| 45 | Rhode Island | ~10K | 0.85× | |
| 46 | Colorado | ~50K | 0.84× | |
| 47 | Oregon | ~40K | 0.83× | |
| 48 | Washington | ~70K | 0.82× | |
| 49 | Hawaii | ~10K | 0.76× | |
| 50 | Washington, District of Columbia | ~8K | 0.63× |
The strongest cross-interests of the Ninja (gamer) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | International education | Business & Career | 9.93× | ||
| 02 | Counter-Strike: Global Offensive | Games | 7.58× | ||
| 03 | Massively multiplayer online games | Games | 5.68× | ||
| 04 | Micro Center | Shopping | 5.56× | ||
| 05 | Mobile game | Games | 5.55× | ||
| 06 | League of Legends | Games | 4.83× | ||
| 07 | Call of Duty | Games | 4.37× | ||
| 08 | Action role-playing game | Games | 4.08× | ||
| 09 | Action-adventure game | Games | 4.00× | ||
| 10 | Gaming computer | Technology & Electronics | 3.84× | ||
| 11 | Steam | Games | 3.75× | ||
| 12 | Pokémon | Games | 3.53× | ||
| 13 | Anime and manga fandom | Literature | 3.24× | ||
| 14 | Broadway theatre | Travel & Leisure | 3.23× | ||
| 15 | Game consoles | Technology & Electronics | 2.83× | ||
| 16 | Role-playing games | Games | 2.68× | ||
| 17 | Online games | Games | 2.23× | ||
| 18 | FIFA World Cup | Sports | 2.20× | ||
| 19 | Superman | Movies & TV | 1.95× | ||
| 20 | Video games | Games | 1.52× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 1.99× | |
| Early Adopter Mentality | POWER | 1.74× | |
| Risk Appetite | THRILL | 1.35× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.65× | |
| Creativity | OPEN | 0.80× | |
| Tradition | CONSERVATISM | 0.86× |
Ninja (gamer) has an estimated audience of 6,941,766 people in United States, concentrated in California and Texas.
31.7% of Ninja (gamer) fans are female, 68.3% are male, with an average age of 33.1 years.
Ninja (gamer) fans show strongest brand affinity for Mobile game (5.55×), Massively multiplayer online games (5.68×), and Micro Center (5.56×) over the country average.
Ninja (gamer) fans in United States are most concentrated in California (reach ~400K), Texas (reach ~400K), and Florida (reach ~300K). These three regions account for the largest share of the active audience.
Beyond Ninja (gamer) itself, the audience over-indexes on Massively multiplayer online games (5.68×), Micro Center (5.56×), Counter-Strike: Global Offensive (7.58×), and Superman (1.95×) 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 Ninja (gamer). 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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