A data profile of the people who buy, follow and care about Rhythm game in United States — modelled from more than twelve digital signal sources. Rhythm game has an estimated audience of 2,359,020 people in United States.
The average Rhythm game fan in United States is 33.2 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, New York.
Top brand affinities include International education, Mobile game, Anime and manga fandom, with strongest over-indexing on International education (25.72× the country average).
Demographically, the Rhythm game audience skews more male with an average age of 33.2, and over-indexes on personality traits such as Community Orientation, Convenience Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Rhythm game fan in United States is more male, around 33.2 years old, with strong Community Orientation tendencies and a notable affinity for International education.
The key figures that characterise the Rhythm game profile in United States.
32.1% are female, 67.9% are male, average age 33.2.
| Metric | Value |
|---|---|
| Female | 32.1% |
| Male | 67.9% |
| Average age | 33.2 |
| Estimated audience size | 2,359,020 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 36% | |
| 20-29 | 22% | |
| 30-39 | 17% | |
| 40-49 | 14% | |
| 50+ | 11% |
of the worldwide Rhythm game audience comes from United States.
| Country | Share |
|---|---|
| United States | 33.6% |
| Japan | 8.6% |
| United Kingdom | 5.0% |
Where the Rhythm game audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Hawaii | ~20K | 1.86× | |
| 02 | California | ~400K | 1.40× | |
| 03 | Texas | ~300K | 1.36× | |
| 04 | Georgia | ~100K | 1.36× | |
| 05 | Nevada | ~30K | 1.36× | |
| 06 | Oklahoma | ~40K | 1.35× | |
| 07 | New York | ~200K | 1.25× | |
| 08 | Virginia | ~70K | 1.21× | |
| 09 | Washington | ~60K | 1.19× | |
| 10 | Arkansas | ~20K | 1.18× | |
| 11 | Alabama | ~40K | 1.16× | |
| 12 | Kentucky | ~30K | 1.15× | |
| 13 | North Carolina | ~80K | 1.13× | |
| 14 | Arizona | ~50K | 1.11× | |
| 15 | New Jersey | ~70K | 1.10× | |
| 16 | Illinois | ~90K | 1.09× | |
| 17 | North Dakota | ~5K | 1.08× | |
| 18 | Alaska | ~5K | 1.07× | |
| 19 | Maryland | ~40K | 1.04× | |
| 20 | Oregon | ~30K | 1.03× | |
| 21 | New Mexico | ~10K | 1.03× | |
| 22 | Louisiana | ~30K | 1.01× | |
| 23 | Florida | ~200K | 0.99× | |
| 24 | Rhode Island | ~7K | 0.99× | |
| 25 | Pennsylvania | ~80K | 0.97× | |
| 26 | West Virginia | ~10K | 0.97× | |
| 27 | Utah | ~20K | 0.96× | |
| 28 | Missouri | ~40K | 0.95× | |
| 29 | Mississippi | ~20K | 0.95× | |
| 30 | Kansas | ~20K | 0.95× | |
| 31 | Delaware | ~6K | 0.95× | |
| 32 | Connecticut | ~20K | 0.94× | |
| 33 | Maine | ~8K | 0.93× | |
| 34 | Michigan | ~60K | 0.92× | |
| 35 | Tennessee | ~40K | 0.92× | |
| 36 | Indiana | ~40K | 0.92× | |
| 37 | Ohio | ~70K | 0.91× | |
| 38 | Massachusetts | ~40K | 0.91× | |
| 39 | South Carolina | ~30K | 0.88× | |
| 40 | South Dakota | ~5K | 0.87× | |
| 41 | Vermont | ~4K | 0.86× | |
| 42 | New Hampshire | ~8K | 0.85× | |
| 43 | Idaho | ~10K | 0.84× | |
| 44 | Wisconsin | ~30K | 0.83× | |
| 45 | Iowa | ~20K | 0.81× | |
| 46 | Nebraska | ~10K | 0.81× | |
| 47 | Minnesota | ~30K | 0.79× | |
| 48 | Montana | ~5K | 0.79× | |
| 49 | Colorado | ~30K | 0.77× | |
| 50 | Washington, District of Columbia | ~5K | 0.69× |
The strongest cross-interests of the Rhythm game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Lego Mindstorms | Kids & Family | 30.66× | ||
| 02 | International education | Business & Career | 25.72× | ||
| 03 | Lego Ninjago | Kids & Family | 24.78× | ||
| 04 | One-Punch Man | Literature | 15.48× | ||
| 05 | Disneyland Paris | Travel & Leisure | 10.89× | ||
| 06 | Portrait painting | Arts & Culture | 9.78× | ||
| 07 | Historical fiction | Literature | 9.22× | ||
| 08 | Massively multiplayer online games | Games | 8.00× | ||
| 09 | Tokyo | Travel & Leisure | 7.33× | ||
| 10 | Anime and manga fandom | Literature | 7.05× | ||
| 11 | Graphic novel | Literature | 6.93× | ||
| 12 | Broadway theatre | Travel & Leisure | 6.88× | ||
| 13 | Fox Sports | Movies & TV | 6.70× | ||
| 14 | Action role-playing game | Games | 6.13× | ||
| 15 | Watercolor painting | Arts & Culture | 5.90× | ||
| 16 | Mobile game | Games | 5.62× | ||
| 17 | Abstract art | Arts & Culture | 5.44× | ||
| 18 | Action-adventure game | Games | 5.17× | ||
| 19 | Radio | Technology & Electronics | 3.23× | ||
| 20 | TikTok | Internet & Social Media | 2.32× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 1.97× | |
| Convenience Orientation | PREMIUM | 1.78× | |
| Early Adopter Mentality | POWER | 1.38× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.47× | |
| Patriotism | CONSERVATISM | 0.66× | |
| Design Affinity | PREMIUM | 0.70× |
Rhythm game has an estimated audience of 2,359,020 people in United States, concentrated in California and Texas.
32.1% of Rhythm game fans are female, 67.9% are male, with an average age of 33.2 years.
Rhythm game fans show strongest brand affinity for International education (25.72×), Mobile game (5.62×), and Anime and manga fandom (7.05×) over the country average.
Rhythm game fans in United States are most concentrated in California (reach ~400K), Texas (reach ~300K), and New York (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Rhythm game itself, the audience over-indexes on Mobile game (5.62×), Anime and manga fandom (7.05×), Broadway theatre (6.88×), and Massively multiplayer online games (8×) 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 Rhythm game. 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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