Rascasse Audience Intelligence

PlayStation VR Target Market in United States

A data profile of the people who buy, follow and care about PlayStation VR in United States — modelled from more than twelve digital signal sources. PlayStation VR has an estimated audience of 1,270,094 people in United States.

The average PlayStation VR fan in United States is 27.5 years old, more male, and lives primarily in Texas.

The audience is concentrated in Texas, California, Florida.

Top brand affinities include Mesut Özil, Gaming, Reading, with strongest over-indexing on Mesut Özil (293.66× the country average).

Demographically, the PlayStation VR audience skews more male with an average age of 27.5, and over-indexes on personality traits such as Urban Lifestyle, Pet Ownership.

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

The typical PlayStation VR fan in United States is more male, around 27.5 years old, with strong Urban Lifestyle tendencies and a notable affinity for Mesut Özil.

Category: Games · Type: Brand

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 PlayStation VR profile in United States.

Audience size
1.3M
in United States
Gender
25.7%
74.3% male
Age
27.5
average years
Country rank
#20030
Brand in United States
Fig. 01

Search interest · 12-month trend

-16%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of PlayStation VR

25.7% are female, 74.3% are male, average age 27.5.

Fig. 02

Gender split

25.7%
Female
74.3%
Male
Demographic split for PlayStation VR audience in United States
MetricValue
Female25.7%
Male74.3%
Average age27.5
Estimated audience size1,270,094
Fig. 03

Age distribution

Ø 27.5
average years
Age distribution of the PlayStation VR audience in United States
Age bracketShare%
16-1953%
20-2924%
30-3912%
40-496%
50+5%
Fig. 04

Worldwide distribution

48.7%

of the worldwide PlayStation VR audience comes from United States.

Worldwide audience distribution share by country for PlayStation VR
CountryShare
United States48.7%
United Kingdom8.1%
Japan7.6%
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 PlayStation VR audience in United States is strongest.

Fig. 05

Top regions by affinity

PlayStation VR customers by region in United States
#RegionReachAffinity×
01Maryland~40K1.86×
02West Virginia~9K1.46×
03Kentucky~20K1.36×
04Mississippi~10K1.30×
05Alabama~20K1.26×
06Oklahoma~20K1.26×
07Arkansas~10K1.24×
08Louisiana~20K1.20×
09Indiana~30K1.16×
10Missouri~20K1.16×
11Tennessee~30K1.15×
12Ohio~40K1.14×
13Texas~100K1.11×
14Nevada~10K1.08×
15Kansas~10K1.08×
16Alaska~3K1.08×
17New Mexico~7K1.07×
18Nebraska~7K1.05×
19Georgia~40K1.04×
20Michigan~30K1.03×
21South Carolina~20K1.01×
22Utah~10K1.01×
23Iowa~10K1.01×
24Arizona~30K0.99×
25Pennsylvania~40K0.98×
26Idaho~6K0.98×
27South Dakota~3K0.98×
28North Carolina~40K0.96×
29Colorado~20K0.96×
30North Dakota~2K0.94×
31Illinois~40K0.93×
32Montana~3K0.93×
33Florida~80K0.91×
34New Hampshire~5K0.91×
35Maine~4K0.91×
36Rhode Island~4K0.91×
37Virginia~30K0.90×
38Oregon~10K0.90×
39Delaware~3K0.90×
40Connecticut~10K0.87×
41Wisconsin~20K0.86×
42Vermont~2K0.85×
43Washington~20K0.84×
44Washington, District of Columbia~3K0.81×
45New York~60K0.79×
46Massachusetts~20K0.79×
47California~100K0.78×
48New Jersey~20K0.76×
49Minnesota~10K0.76×
50Hawaii~4K0.73×
Fig. 06

Affinity by region

Affinity by region — PlayStation VR, United States
0.73×1.00×1.86×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for PlayStation VR audience
#·InterestCategoryAffinity×
01Mesut ÖzilSports293.66×
02GamingGames9.79×
03Virtual communityTechnology & Electronics6.46×
04Pokémon (video game series)Games5.87×
05OtakuLiterature5.60×
06Sneakers (footwear)Fashion & Accessoires3.33×
07AdventureTravel & Leisure3.01×
08Motor vehicleCars & Mobility2.99×
09WildlifeTravel & Leisure2.87×
10EnergyHome & Garden2.79×
11ReadingLiterature2.55×
12GamesGames2.54×
13MusicBusiness & Career2.41×
14SportsSports2.36×
15Outdoor recreationSports2.34×
16EntertainmentMovies & TV2.32×
17Consumer electronicsTechnology & Electronics2.13×
18PetsPets & Animals2.10×
19Live eventsMusic & Radio2.08×
20Food and drinkFood & Beverages1.90×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the PlayStation VR 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 PlayStation VR audience · What stands out
TraitClusterDeviationScore
Urban LifestyleOPEN1.72×
Pet OwnershipJOY1.35×
Career OrientationPOWER1.15×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by PlayStation VR audience · Rather not
TraitClusterDeviationScore
Quality AwarenessPREMIUM0.29×
DIY MentalityTHRILL0.30×
Risk AppetiteTHRILL0.44×
1.00× baseline
Section 06

Frequently asked questions

01

Who is PlayStation VR's target market in United States?

PlayStation VR's target market in United States covers an estimated 1,270,094 people, concentrated in Texas and California.

02

What is the gender split and age of PlayStation VR customers?

25.7% of the PlayStation VR audience are female, 74.3% are male, with an average age of 27.5 years.

03

Which brands do PlayStation VR fans like most?

PlayStation VR fans show strongest brand affinity for Mesut Özil (293.66×), Gaming (9.79×), and Reading (2.55×) over the country average.

04

Where do PlayStation VR fans live in United States?

PlayStation VR fans in United States are most concentrated in Texas (reach ~100K), California (reach ~100K), and Florida (reach ~80K). These three regions account for the largest share of the active audience.

05

What other brands do PlayStation VR fans also like?

Beyond PlayStation VR itself, the audience over-indexes on Gaming (9.79×), Reading (2.55×), Music (2.41×), and Games (2.54×) 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 PlayStation VR. 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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