Rascasse Audience Intelligence

Oculus Target Market in United States

A data profile of the people who buy, follow and care about Oculus in United States — modelled from more than twelve digital signal sources. Oculus has an estimated audience of 2,382,477 people in United States.

The average Oculus fan in United States is 34.2 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, New York.

Top brand affinities include Vera Farmiga, Fry's Electronics, Micro Center, with strongest over-indexing on Vera Farmiga (15.33× the country average).

Demographically, the Oculus audience skews more male with an average age of 34.2, and over-indexes on personality traits such as Convenience Orientation, Need for Security.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.

The typical Oculus fan in United States is more male, around 34.2 years old, with strong Convenience Orientation tendencies and a notable affinity for Vera Farmiga.

Category: Technology & Electronics · Type: Brand · Subtype: Smart devices

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Oculus profile in United States.

Audience size
2.4M
in United States
Gender
41.2%
58.8% male
Age
34.2
average years
Country rank
#12384
Brand in United States
Fig. 01

Search interest · 12-month trend

-35%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of Oculus

41.2% are female, 58.8% are male, average age 34.2.

Fig. 02

Gender split

41.2%
Female
58.8%
Male
Demographic split for Oculus audience in United States
MetricValue
Female41.2%
Male58.8%
Average age34.2
Estimated audience size2,382,477
Fig. 03

Age distribution

Ø 34.2
average years
Age distribution of the Oculus audience in United States
Age bracketShare%
16-1933%
20-2922%
30-3918%
40-4916%
50+11%
Fig. 04

Worldwide distribution

45.5%

of the worldwide Oculus audience comes from United States.

Worldwide audience distribution share by country for Oculus
CountryShare
United States45.5%
United Kingdom6.3%
China5.9%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the United States average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Oculus audience in United States is strongest.

Fig. 05

Top regions by affinity

Oculus customers by region in United States
#RegionReachAffinity×
01Alabama~50K1.36×
02West Virginia~20K1.36×
03Louisiana~40K1.31×
04Kentucky~40K1.27×
05Oklahoma~40K1.27×
06Mississippi~30K1.25×
07Arkansas~30K1.25×
08New York~200K1.20×
09Indiana~50K1.16×
10Alaska~6K1.15×
11Missouri~40K1.12×
12Georgia~80K1.10×
13Arizona~60K1.10×
14Tennessee~50K1.09×
15Ohio~80K1.08×
16Iowa~20K1.08×
17Texas~200K1.06×
18South Dakota~6K1.06×
19North Dakota~5K1.06×
20Michigan~70K1.04×
21Kansas~20K1.03×
22North Carolina~80K1.02×
23South Carolina~40K1.02×
24Utah~20K1.02×
25Maryland~40K1.01×
26Pennsylvania~80K0.98×
27New Mexico~10K0.97×
28Nebraska~10K0.97×
29Idaho~10K0.97×
30Washington~50K0.96×
31Virginia~60K0.95×
32Florida~200K0.93×
33Nevada~20K0.93×
34Montana~6K0.93×
35Illinois~80K0.91×
36New Jersey~60K0.91×
37Wyoming~3K0.91×
38Minnesota~30K0.88×
39Oregon~30K0.88×
40Maine~8K0.88×
41Wisconsin~30K0.87×
42Connecticut~20K0.87×
43Delaware~6K0.86×
44California~200K0.84×
45Colorado~30K0.84×
46New Hampshire~8K0.83×
47Rhode Island~6K0.82×
48Massachusetts~40K0.75×
49Hawaii~7K0.65×
50Washington, District of Columbia~5K0.63×
Fig. 06

Affinity by region

Affinity by region — Oculus, United States
0.63×1.00×1.36×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Oculus audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Oculus audience
#·InterestCategoryAffinity×
01Circuit de Spa-FrancorchampsSports20.00×
02Grigor DimitrovSports20.00×
03HerokuTechnology & Electronics20.00×
04Fry's ElectronicsShopping16.47×
05Vera FarmigaMovies & TV15.33×
06SteelSeriesGames10.01×
07NeweggShopping8.00×
08Bob RossMovies & TV6.91×
09Micro CenterShopping5.22×
10Assassin's CreedGames4.15×
11SteamGames3.80×
12Massively multiplayer online gamesGames3.29×
13Arcade gameGames3.13×
14GameStopGames2.75×
15Virtual realityTechnology & Electronics2.65×
16PokémonGames2.54×
17Mobile gameGames2.39×
18Best BuyShopping1.72×
19Pizza HutFood & Beverages1.53×
20Android (operating system)Technology & Electronics1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Oculus audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Oculus audience · What stands out
TraitClusterDeviationScore
Convenience OrientationPREMIUM1.74×
Need for SecurityCONSERVATISM1.40×
PatriotismCONSERVATISM1.31×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Oculus audience · Rather not
TraitClusterDeviationScore
Pet OwnershipJOY0.72×
CreativityOPEN0.74×
Design AffinityPREMIUM0.76×
1.00× baseline
Section 06

Frequently asked questions

01

Who is Oculus's target market in United States?

Oculus's target market in United States covers an estimated 2,382,477 people, concentrated in California and Texas.

02

What is the gender split and age of Oculus customers?

41.2% of the Oculus audience are female, 58.8% are male, with an average age of 34.2 years.

03

Which brands do Oculus fans like most?

Oculus fans show strongest brand affinity for Vera Farmiga (15.33×), Fry's Electronics (16.47×), and Micro Center (5.22×) over the country average.

04

Where do Oculus fans live in United States?

Oculus fans in United States are most concentrated in California (reach ~200K), Texas (reach ~200K), and New York (reach ~200K). These three regions account for the largest share of the active audience.

05

What other brands do Oculus fans also like?

Beyond Oculus itself, the audience over-indexes on Fry's Electronics (16.47×), Micro Center (5.22×), Newegg (8×), and Mobile game (2.39×) compared to the United States average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in United States who actively search for Oculus. 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.

About this audience profile

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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