OMG (eSports) Audience in United States

OMG (eSports) has an estimated audience of 644,828 people in United States. 40.3% are female, 59.7% are male, average age 29.8. Top regions: California, Texas, New York. Top brand affinities: Livemusic, The Salvation Army, Roblox, Financial Times, LOL Esports.
The average OMG (eSports) fan in United States is 29.8 years old, more male, and lives primarily in California. The audience is concentrated in California, Texas, New York. Top brand affinities include Livemusic, The Salvation Army, Roblox, with strongest over-indexing on Livemusic (21.66× the country average). Demographically, the OMG (eSports) audience skews more male with an average age of 29.8, and over-indexes on personality traits such as Patriotism, LGBTQ+ Identity. Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
Category: Sports · Type: Team · Subtype: E-sports
Demographics of OMG (eSports) fans
| Metric | Value |
|---|---|
| Female | 40.3% |
| Male | 59.7% |
| Average age | 29.8 |
| Estimated audience size | 644,828 |
Audience persona
The typical OMG (eSports) fan in United States is more male, around 29.8 years old, with strong Patriotism tendencies and a notable affinity for Livemusic.
Top regions in United States
| Region | Reach | Affinity |
|---|---|---|
| California | 74,830 | 1.06× |
| Texas | 74,110 | 1.34× |
| New York | 51,962 | 1.44× |
| Florida | 46,646 | 1.07× |
| New Jersey | 23,242 | 1.42× |
| Illinois | 22,055 | 1.03× |
| Pennsylvania | 22,034 | 1.01× |
| Georgia | 21,195 | 1.07× |
| North Carolina | 19,711 | 1.02× |
| Ohio | 19,080 | 0.96× |
| Massachusetts | 17,350 | 1.37× |
| Michigan | 17,168 | 1.02× |
| Virginia | 16,726 | 1.06× |
| Washington | 12,467 | 0.96× |
| Arizona | 12,071 | 0.92× |
| Oklahoma | 11,870 | 1.66× |
| Tennessee | 11,243 | 0.87× |
| Indiana | 11,233 | 0.95× |
| Oregon | 10,720 | 1.45× |
| Maryland | 10,384 | 0.94× |
| Missouri | 10,073 | 0.97× |
| South Carolina | 9,699 | 1× |
| Alabama | 9,480 | 1.05× |
| Wisconsin | 9,229 | 0.95× |
| Minnesota | 8,895 | 0.96× |
| Louisiana | 8,406 | 1.01× |
| Colorado | 8,194 | 0.81× |
| Kentucky | 7,962 | 0.98× |
| Connecticut | 7,385 | 1.14× |
| Nevada | 6,107 | 0.98× |
| Hawaii | 5,485 | 1.98× |
| Arkansas | 5,146 | 0.97× |
| Mississippi | 5,052 | 0.95× |
| Utah | 5,034 | 0.87× |
| Iowa | 4,983 | 0.94× |
| Kansas | 4,486 | 0.88× |
| Nebraska | 2,993 | 0.93× |
| New Mexico | 2,805 | 0.87× |
| West Virginia | 2,584 | 0.86× |
| Idaho | 2,327 | 0.72× |
| New Hampshire | 2,208 | 0.87× |
| Maine | 2,089 | 0.9× |
| Washington, District of Columbia | 1,798 | 0.93× |
| Rhode Island | 1,663 | 0.81× |
| Delaware | 1,566 | 0.88× |
| Montana | 1,222 | 0.68× |
| South Dakota | 1,142 | 0.77× |
| Alaska | 984 | 0.71× |
| North Dakota | 869 | 0.66× |
| Vermont | 755 | 0.67× |
Top brand affinities
Brands and entities this audience over-indexes on, vs. the country average.
| Brand | Affinity | Category |
|---|---|---|
| Livemusic | 21.66× | Music & Radio |
| The Salvation Army | 62.77× | Politics & Society |
| Roblox | 24.37× | Games |
| Financial Times | 41.78× | News |
| LOL Esports | 68.15× | Sports |
| Property finder | 10.8× | Home & Garden |
| Xbox Game Pass | 30.4× | Games |
| Mortal Kombat | 15.78× | Games |
| Guild Wars 2 | 47.88× | Games |
| FreshBooks | 46.99× | Technology & Electronics |
| Shin Megami Tensei | 49.35× | Games |
| Tekken | 27.07× | Games |
| Planet Fitness | 3.8× | Sports |
| Micro Center | 7.51× | Shopping |
| Intuit | 12.28× | Technology & Electronics |
| World of Tanks | 24.02× | Games |
| The Legend of Zelda | 7.81× | Games |
| Diaper bag | 4.97× | Kids & Family |
| Teyana Taylor | 7.1× | Movies & TV |
| PlayStation Store | 12.94× | Games |
Psychographic profile
Top six personality traits over-indexed by this audience (1.0 = country average).
| Trait | Cluster | Score |
|---|---|---|
| Patriotism | CONSERVATISM | 2.12 |
| LGBTQ+ Identity | OPEN | 2.01 |
| Individualism | JOY | 1.7 |
| Family Orientation | CONSERVATISM | 1.42 |
| Convenience Orientation | PREMIUM | 1.39 |
| Early Adopter Mentality | POWER | 1.37 |
Worldwide distribution
| Country | Share |
|---|---|
| Japan | 19.4% |
| United States | 16.6% |
| India | 7.2% |
See OMG (eSports) audiences in other countries
More E-sports audiences in United States
- Ninja (gamer) (3,751,843)
- CDL (2,667,717)
- Major League Gaming (1,078,064)
- Team Liquid (684,568)
- cloud9 (609,929)
Frequently asked questions
How many fans does OMG (eSports) have in United States?
OMG (eSports) has an estimated audience of 644,828 people in United States, concentrated in California and Texas.
What is the gender split and age of OMG (eSports) fans?
40.3% of OMG (eSports) fans are female, 59.7% are male, with an average age of 29.8 years.
Which brands do OMG (eSports) fans like most?
OMG (eSports) fans show strongest brand affinity for Livemusic (21.66×), The Salvation Army (62.77×), and Roblox (24.37×) over the country average.
Where do OMG (eSports) fans live in United States?
OMG (eSports) fans in United States are most concentrated in California (reach 74,830), Texas (reach 74,110), and New York (reach 51,962). These three regions account for the largest share of the active audience.
What other brands do OMG (eSports) fans also like?
Beyond OMG (eSports) itself, the audience over-indexes on The Salvation Army (62.77×), Roblox (24.37×), Financial Times (41.78×), and LOL Esports (68.15×) compared to the United States average.
How to read this data
Audience size is the estimated number of people in United States who actively search for OMG (eSports). 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.