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.
The key figures that characterise the PlayStation VR profile in United States.
25.7% are female, 74.3% are male, average age 27.5.
| Metric | Value |
|---|---|
| Female | 25.7% |
| Male | 74.3% |
| Average age | 27.5 |
| Estimated audience size | 1,270,094 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 53% | |
| 20-29 | 24% | |
| 30-39 | 12% | |
| 40-49 | 6% | |
| 50+ | 5% |
of the worldwide PlayStation VR audience comes from United States.
| Country | Share |
|---|---|
| United States | 48.7% |
| United Kingdom | 8.1% |
| Japan | 7.6% |
Where the PlayStation VR audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Maryland | ~40K | 1.86× | |
| 02 | West Virginia | ~9K | 1.46× | |
| 03 | Kentucky | ~20K | 1.36× | |
| 04 | Mississippi | ~10K | 1.30× | |
| 05 | Alabama | ~20K | 1.26× | |
| 06 | Oklahoma | ~20K | 1.26× | |
| 07 | Arkansas | ~10K | 1.24× | |
| 08 | Louisiana | ~20K | 1.20× | |
| 09 | Indiana | ~30K | 1.16× | |
| 10 | Missouri | ~20K | 1.16× | |
| 11 | Tennessee | ~30K | 1.15× | |
| 12 | Ohio | ~40K | 1.14× | |
| 13 | Texas | ~100K | 1.11× | |
| 14 | Nevada | ~10K | 1.08× | |
| 15 | Kansas | ~10K | 1.08× | |
| 16 | Alaska | ~3K | 1.08× | |
| 17 | New Mexico | ~7K | 1.07× | |
| 18 | Nebraska | ~7K | 1.05× | |
| 19 | Georgia | ~40K | 1.04× | |
| 20 | Michigan | ~30K | 1.03× | |
| 21 | South Carolina | ~20K | 1.01× | |
| 22 | Utah | ~10K | 1.01× | |
| 23 | Iowa | ~10K | 1.01× | |
| 24 | Arizona | ~30K | 0.99× | |
| 25 | Pennsylvania | ~40K | 0.98× | |
| 26 | Idaho | ~6K | 0.98× | |
| 27 | South Dakota | ~3K | 0.98× | |
| 28 | North Carolina | ~40K | 0.96× | |
| 29 | Colorado | ~20K | 0.96× | |
| 30 | North Dakota | ~2K | 0.94× | |
| 31 | Illinois | ~40K | 0.93× | |
| 32 | Montana | ~3K | 0.93× | |
| 33 | Florida | ~80K | 0.91× | |
| 34 | New Hampshire | ~5K | 0.91× | |
| 35 | Maine | ~4K | 0.91× | |
| 36 | Rhode Island | ~4K | 0.91× | |
| 37 | Virginia | ~30K | 0.90× | |
| 38 | Oregon | ~10K | 0.90× | |
| 39 | Delaware | ~3K | 0.90× | |
| 40 | Connecticut | ~10K | 0.87× | |
| 41 | Wisconsin | ~20K | 0.86× | |
| 42 | Vermont | ~2K | 0.85× | |
| 43 | Washington | ~20K | 0.84× | |
| 44 | Washington, District of Columbia | ~3K | 0.81× | |
| 45 | New York | ~60K | 0.79× | |
| 46 | Massachusetts | ~20K | 0.79× | |
| 47 | California | ~100K | 0.78× | |
| 48 | New Jersey | ~20K | 0.76× | |
| 49 | Minnesota | ~10K | 0.76× | |
| 50 | Hawaii | ~4K | 0.73× |
The strongest cross-interests of the PlayStation VR audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Mesut Özil | Sports | 293.66× | ||
| 02 | Gaming | Games | 9.79× | ||
| 03 | Virtual community | Technology & Electronics | 6.46× | ||
| 04 | Pokémon (video game series) | Games | 5.87× | ||
| 05 | Otaku | Literature | 5.60× | ||
| 06 | Sneakers (footwear) | Fashion & Accessoires | 3.33× | ||
| 07 | Adventure | Travel & Leisure | 3.01× | ||
| 08 | Motor vehicle | Cars & Mobility | 2.99× | ||
| 09 | Wildlife | Travel & Leisure | 2.87× | ||
| 10 | Energy | Home & Garden | 2.79× | ||
| 11 | Reading | Literature | 2.55× | ||
| 12 | Games | Games | 2.54× | ||
| 13 | Music | Business & Career | 2.41× | ||
| 14 | Sports | Sports | 2.36× | ||
| 15 | Outdoor recreation | Sports | 2.34× | ||
| 16 | Entertainment | Movies & TV | 2.32× | ||
| 17 | Consumer electronics | Technology & Electronics | 2.13× | ||
| 18 | Pets | Pets & Animals | 2.10× | ||
| 19 | Live events | Music & Radio | 2.08× | ||
| 20 | Food and drink | Food & Beverages | 1.90× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Urban Lifestyle | OPEN | 1.72× | |
| Pet Ownership | JOY | 1.35× | |
| Career Orientation | POWER | 1.15× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.29× | |
| DIY Mentality | THRILL | 0.30× | |
| Risk Appetite | THRILL | 0.44× |
PlayStation VR's target market in United States covers an estimated 1,270,094 people, concentrated in Texas and California.
25.7% of the PlayStation VR audience are female, 74.3% are male, with an average age of 27.5 years.
PlayStation VR fans show strongest brand affinity for Mesut Özil (293.66×), Gaming (9.79×), and Reading (2.55×) over the country average.
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.
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.
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 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.
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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