Rascasse Audience Intelligence

Real-time strategy Audience in United States

A data profile of the people who buy, follow and care about Real-time strategy in United States — modelled from more than twelve digital signal sources. Real-time strategy has an estimated audience of 15,467,217 people in United States.

The average Real-time strategy fan in United States is 36.0 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include Epic Games, World of Warcraft, Mobile game, with strongest over-indexing on Epic Games (6.36× the country average).

Demographically, the Real-time strategy audience skews more male with an average age of 36.0, and over-indexes on personality traits such as Social Media Usage, Patriotism.

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

The typical Real-time strategy fan in United States is more male, around 36.0 years old, with strong Social Media Usage tendencies and a notable affinity for Epic Games.

Category: Games · Type: Topic · Subtype: Gaming genre

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 Real-time strategy profile in United States.

Audience size
15.5M
in United States
Gender
43.3%
56.7% male
Age
36.0
average years
Country rank
#2245
Topic in United States
Fig. 01

Search interest · 12-month trend

-21%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Real-time strategy fans

43.3% are female, 56.7% are male, average age 36.0.

Fig. 02

Gender split

43.3%
Female
56.7%
Male
Demographic split for Real-time strategy audience in United States
MetricValue
Female43.3%
Male56.7%
Average age36.0
Estimated audience size15,467,217
Fig. 03

Age distribution

Ø 36.0
average years
Age distribution of the Real-time strategy audience in United States
Age bracketShare%
16-1929%
20-2920%
30-3917%
40-4916%
50+16%
Fig. 04

Worldwide distribution

17.1%

of the worldwide Real-time strategy audience comes from United States.

Worldwide audience distribution share by country for Real-time strategy
CountryShare
United States17.1%
China8.6%
Japan6.5%
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 Real-time strategy audience in United States is strongest.

Fig. 05

Top regions by affinity

Real-time strategy fans by region: top regions in United States
#RegionReachAffinity×
01Washington~400K1.38×
02Utah~200K1.28×
03Oregon~200K1.15×
04California~2M1.13×
05Alaska~40K1.13×
06Kansas~100K1.12×
07Idaho~90K1.12×
08Oklahoma~200K1.11×
09Vermont~30K1.11×
10Colorado~300K1.10×
11Hawaii~70K1.08×
12Missouri~300K1.05×
13Nevada~200K1.05×
14West Virginia~70K1.03×
15North Dakota~30K1.03×
16Virginia~400K1.01×
17Arizona~300K1.01×
18Kentucky~200K1.01×
19Montana~40K1.01×
20Texas~1.5M1.00×
21New Mexico~80K1.00×
22New Hampshire~60K1.00×
23Michigan~400K0.99×
24Wisconsin~200K0.99×
25Maine~50K0.99×
26Ohio~500K0.98×
27Indiana~300K0.98×
28Arkansas~100K0.98×
29Minnesota~200K0.97×
30Iowa~100K0.97×
31South Dakota~30K0.97×
32Nebraska~70K0.96×
33Rhode Island~50K0.96×
34Illinois~500K0.94×
35Pennsylvania~500K0.93×
36Massachusetts~300K0.93×
37Alabama~200K0.93×
38Mississippi~100K0.93×
39Delaware~40K0.93×
40Tennessee~300K0.92×
41Maryland~200K0.91×
42New York~800K0.90×
43North Carolina~400K0.90×
44South Carolina~200K0.90×
45Connecticut~100K0.90×
46Georgia~400K0.89×
47Louisiana~200K0.87×
48Washington, District of Columbia~40K0.87×
49Florida~900K0.86×
50New Jersey~300K0.83×
Fig. 06

Affinity by region

Affinity by region — Real-time strategy, United States
0.83×1.00×1.38×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Real-time strategy audience
#·InterestCategoryAffinity×
01Doom (series)Games18.63×
02Age of Empires (video game)Games17.98×
03Star CitizenNews15.60×
04Five Nights at Freddy'sGames14.83×
05Call of Duty: ZombiesGames11.45×
06WarcraftGames8.72×
07Massively multiplayer online real-time strategy gameGames8.57×
08Multiplayer online battle arenaGames7.99×
09Call of DutyGames7.40×
10Assassin's CreedGames6.93×
11Epic GamesGames6.36×
12Nintendo SwitchGames6.31×
13Counter-Strike: Global OffensiveGames5.76×
14World of WarcraftGames5.67×
15Strategy video gameGames4.83×
16League of LegendsGames4.74×
17Strategy gamesGames4.54×
18PC gameGames3.82×
19TwitchGames3.64×
20Mobile gameGames2.95×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Real-time strategy 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 Real-time strategy audience · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.10×
PatriotismCONSERVATISM1.07×
Family OrientationCONSERVATISM0.97×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Real-time strategy audience · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.57×
Design AffinityPREMIUM0.57×
Community OrientationOPEN0.59×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Real-time strategy have in United States?

Real-time strategy has an estimated audience of 15,467,217 people in United States, concentrated in California and Texas.

02

What is the gender split and age of Real-time strategy fans?

43.3% of Real-time strategy fans are female, 56.7% are male, with an average age of 36.0 years.

03

Which brands do Real-time strategy fans like most?

Real-time strategy fans show strongest brand affinity for Epic Games (6.36×), World of Warcraft (5.67×), and Mobile game (2.95×) over the country average.

04

Where do Real-time strategy fans live in United States?

Real-time strategy fans in United States are most concentrated in California (reach ~2M), Texas (reach ~1.5M), and Florida (reach ~900K). These three regions account for the largest share of the active audience.

05

What other brands do Real-time strategy fans also like?

Beyond Real-time strategy itself, the audience over-indexes on World of Warcraft (5.67×), Mobile game (2.95×), Assassin's Creed (6.93×), and Twitch (3.64×) 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 Real-time strategy. 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.

Scale & coverage
500,000+ ready-to-use audiences across 170+ countries

From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.

See pricing →