A data profile of the people who buy, follow and care about Role-playing games in United States — modelled from more than twelve digital signal sources. Role-playing games has an estimated audience of 29,715,621 people in United States.
The average Role-playing games fan in United States is 32.9 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Mobile game, First-person shooter games, Video games, with strongest over-indexing on Mobile game (3.05× the country average).
Demographically, the Role-playing games audience skews more male with an average age of 32.9, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Role-playing games fan in United States is more male, around 32.9 years old, with strong Social Media Usage tendencies and a notable affinity for Mobile game.
The key figures that characterise the Role-playing games profile in United States.
36.2% are female, 63.8% are male, average age 32.9.
| Metric | Value |
|---|---|
| Female | 36.2% |
| Male | 63.8% |
| Average age | 32.9 |
| Estimated audience size | 29,715,621 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 35% | |
| 20-29 | 24% | |
| 30-39 | 17% | |
| 40-49 | 13% | |
| 50+ | 10% |
of the worldwide Role-playing games audience comes from United States.
| Country | Share |
|---|---|
| United States | 16.9% |
| China | 7.7% |
| Japan | 7.2% |
Where the Role-playing games audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Wyoming | ~70K | 1.53× | |
| 02 | Georgia | ~1M | 1.20× | |
| 03 | Pennsylvania | ~1M | 1.15× | |
| 04 | Oregon | ~400K | 1.09× | |
| 05 | Kansas | ~300K | 1.08× | |
| 06 | Washington | ~600K | 1.07× | |
| 07 | Missouri | ~500K | 1.07× | |
| 08 | Utah | ~300K | 1.05× | |
| 09 | Alaska | ~70K | 1.05× | |
| 10 | Oklahoma | ~300K | 1.04× | |
| 11 | Arkansas | ~300K | 1.04× | |
| 12 | Illinois | ~1M | 1.02× | |
| 13 | Virginia | ~700K | 1.02× | |
| 14 | Kentucky | ~400K | 1.02× | |
| 15 | Hawaii | ~100K | 1.01× | |
| 16 | North Dakota | ~60K | 1.00× | |
| 17 | Texas | ~2.5M | 0.99× | |
| 18 | Indiana | ~500K | 0.99× | |
| 19 | South Carolina | ~400K | 0.99× | |
| 20 | West Virginia | ~100K | 0.99× | |
| 21 | Montana | ~80K | 0.99× | |
| 22 | Delaware | ~80K | 0.99× | |
| 23 | South Dakota | ~70K | 0.99× | |
| 24 | Alabama | ~400K | 0.98× | |
| 25 | Iowa | ~200K | 0.98× | |
| 26 | New Mexico | ~100K | 0.98× | |
| 27 | Colorado | ~500K | 0.97× | |
| 28 | Mississippi | ~200K | 0.97× | |
| 29 | Idaho | ~100K | 0.97× | |
| 30 | New Hampshire | ~100K | 0.97× | |
| 31 | Rhode Island | ~90K | 0.97× | |
| 32 | North Carolina | ~900K | 0.96× | |
| 33 | Maryland | ~500K | 0.96× | |
| 34 | Nevada | ~300K | 0.96× | |
| 35 | Maine | ~100K | 0.96× | |
| 36 | Washington, District of Columbia | ~90K | 0.96× | |
| 37 | Louisiana | ~400K | 0.95× | |
| 38 | Michigan | ~700K | 0.94× | |
| 39 | Wisconsin | ~400K | 0.94× | |
| 40 | Minnesota | ~400K | 0.94× | |
| 41 | Nebraska | ~100K | 0.94× | |
| 42 | California | ~3M | 0.93× | |
| 43 | Arizona | ~600K | 0.92× | |
| 44 | Massachusetts | ~500K | 0.92× | |
| 45 | New Jersey | ~700K | 0.91× | |
| 46 | Tennessee | ~500K | 0.91× | |
| 47 | New York | ~1.5M | 0.90× | |
| 48 | Ohio | ~800K | 0.90× | |
| 49 | Connecticut | ~300K | 0.90× | |
| 50 | Florida | ~1.5M | 0.86× |
The strongest cross-interests of the Role-playing games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Tabletop role-playing game | Games | 5.31× | ||
| 02 | Action role-playing game | Games | 4.72× | ||
| 03 | Pokémon (video game series) | Games | 4.41× | ||
| 04 | Warriors (novel series) | Literature | 4.18× | ||
| 05 | Gaming computer | Technology & Electronics | 4.10× | ||
| 06 | Massively multiplayer online role-playing games | Games | 4.08× | ||
| 07 | Tabletop game | Games | 3.60× | ||
| 08 | Twitch | Games | 3.42× | ||
| 09 | Anime convention | Literature | 3.27× | ||
| 10 | Mobile game | Games | 3.05× | ||
| 11 | First-person shooter games | Games | 2.97× | ||
| 12 | Gamer | Games | 2.92× | ||
| 13 | Pokémon | Games | 2.87× | ||
| 14 | Godzilla | Movies & TV | 2.52× | ||
| 15 | Video games | Games | 1.90× | ||
| 16 | Peacemaker | Movies & TV | 1.80× | ||
| 17 | Superman | Movies & TV | 1.76× | ||
| 18 | TikTok | Internet & Social Media | 1.66× | ||
| 19 | Beauty | Beauty & Wellness | 1.60× | ||
| 20 | Movies | Movies & TV | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Social Media Usage | JOY | 1.16× | |
| Early Adopter Mentality | POWER | 1.14× | |
| Patriotism | CONSERVATISM | 1.13× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.58× | |
| Community Orientation | OPEN | 0.66× | |
| DIY Mentality | THRILL | 0.70× |
Role-playing games has an estimated audience of 29,715,621 people in United States, concentrated in California and Texas.
36.2% of Role-playing games fans are female, 63.8% are male, with an average age of 32.9 years.
Role-playing games fans show strongest brand affinity for Mobile game (3.05×), First-person shooter games (2.97×), and Video games (1.9×) over the country average.
Role-playing games fans in United States are most concentrated in California (reach ~3M), Texas (reach ~2.5M), and Florida (reach ~1.5M). These three regions account for the largest share of the active audience.
Beyond Role-playing games itself, the audience over-indexes on First-person shooter games (2.97×), Video games (1.9×), Beauty (1.6×), and Movies (1.51×) 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 Role-playing games. 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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