A data profile of the people who buy, follow and care about Second Life in United States — modelled from more than twelve digital signal sources. Second Life has an estimated audience of 974,258 people in United States.
The average Second Life fan in United States is 41.4 years old, more female, and lives primarily in California.
The audience is concentrated in California, Florida, Texas.
Top brand affinities include Barbie, The Sims, IMVU, with strongest over-indexing on Barbie (13× the country average).
Demographically, the Second Life audience skews more female with an average age of 41.4, and over-indexes on personality traits such as Mindfulness, Extroversion.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Second Life fan in United States is more female, around 41.4 years old, with strong Mindfulness tendencies and a notable affinity for Barbie.
The key figures that characterise the Second Life profile in United States.
64.5% are female, 35.5% are male, average age 41.4.
| Metric | Value |
|---|---|
| Female | 64.5% |
| Male | 35.5% |
| Average age | 41.4 |
| Estimated audience size | 974,258 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 19% | |
| 20-29 | 16% | |
| 30-39 | 16% | |
| 40-49 | 21% | |
| 50+ | 29% |
Where the Second Life audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Oklahoma | ~20K | 1.54× | |
| 02 | Maine | ~5K | 1.54× | |
| 03 | South Dakota | ~3K | 1.50× | |
| 04 | Alabama | ~20K | 1.48× | |
| 05 | Vermont | ~2K | 1.38× | |
| 06 | Tennessee | ~30K | 1.34× | |
| 07 | Indiana | ~20K | 1.33× | |
| 08 | Iowa | ~10K | 1.33× | |
| 09 | Michigan | ~30K | 1.28× | |
| 10 | Georgia | ~40K | 1.27× | |
| 11 | Washington | ~20K | 1.27× | |
| 12 | Kentucky | ~20K | 1.23× | |
| 13 | Louisiana | ~20K | 1.21× | |
| 14 | Mississippi | ~10K | 1.20× | |
| 15 | Florida | ~80K | 1.14× | |
| 16 | Ohio | ~30K | 1.12× | |
| 17 | Missouri | ~20K | 1.11× | |
| 18 | Arkansas | ~9K | 1.11× | |
| 19 | Oregon | ~10K | 1.09× | |
| 20 | Delaware | ~3K | 1.09× | |
| 21 | Wisconsin | ~20K | 1.05× | |
| 22 | Kansas | ~8K | 1.04× | |
| 23 | West Virginia | ~5K | 1.04× | |
| 24 | Pennsylvania | ~30K | 1.03× | |
| 25 | North Carolina | ~30K | 1.02× | |
| 26 | New Hampshire | ~4K | 0.98× | |
| 27 | South Carolina | ~10K | 0.97× | |
| 28 | Illinois | ~30K | 0.95× | |
| 29 | Maryland | ~20K | 0.91× | |
| 30 | Massachusetts | ~20K | 0.90× | |
| 31 | Texas | ~70K | 0.88× | |
| 32 | Virginia | ~20K | 0.88× | |
| 33 | Arizona | ~20K | 0.87× | |
| 34 | Alaska | ~2K | 0.87× | |
| 35 | New York | ~50K | 0.84× | |
| 36 | Nevada | ~8K | 0.83× | |
| 37 | California | ~90K | 0.81× | |
| 38 | Colorado | ~10K | 0.78× | |
| 39 | Nebraska | ~4K | 0.78× | |
| 40 | Rhode Island | ~2K | 0.78× | |
| 41 | Montana | ~2K | 0.78× | |
| 42 | Idaho | ~4K | 0.77× | |
| 43 | Connecticut | ~7K | 0.76× | |
| 44 | New Mexico | ~4K | 0.76× | |
| 45 | Washington, District of Columbia | ~2K | 0.74× | |
| 46 | New Jersey | ~20K | 0.73× | |
| 47 | North Dakota | ~1K | 0.69× | |
| 48 | Hawaii | ~3K | 0.65× | |
| 49 | Utah | ~6K | 0.64× | |
| 50 | Minnesota | ~8K | 0.55× |
The strongest cross-interests of the Second Life audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Hollywood Game Night | Movies & TV | 38.82× | ||
| 02 | IMVU | Internet & Social Media | 26.98× | ||
| 03 | Match Game | Games | 26.62× | ||
| 04 | Metaverse | Internet & Social Media | 20.41× | ||
| 05 | The Sims (video game) | Games | 18.88× | ||
| 06 | The Sims | Games | 18.57× | ||
| 07 | Financial economics | Business & Career | 16.02× | ||
| 08 | Cry-Baby | Movies & TV | 15.66× | ||
| 09 | Tuckernuck | Shopping | 14.70× | ||
| 10 | Meta Quest 3 | Technology & Electronics | 14.01× | ||
| 11 | Virtual machine | Technology & Electronics | 13.03× | ||
| 12 | Barbie | Movies & TV | 13.00× | ||
| 13 | Kate Upton | Fashion & Accessoires | 12.28× | ||
| 14 | Monster High | Kids & Family | 12.01× | ||
| 15 | Tile-matching video game | Games | 11.78× | ||
| 16 | quora | Internet & Social Media | 8.65× | ||
| 17 | Dumbo | Movies & TV | 7.47× | ||
| 18 | Diego Luna | Movies & TV | 6.70× | ||
| 19 | Haven (TV series) | Movies & TV | 5.80× | ||
| 20 | Harry Potter | Movies & TV | 1.86× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 1.13× | |
| Extroversion | THRILL | 0.93× | |
| Quality Awareness | PREMIUM | 0.92× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.51× | |
| Convenience Orientation | PREMIUM | 0.57× | |
| Career Orientation | POWER | 0.61× |
Second Life has an estimated audience of 974,258 people in United States, concentrated in California and Florida.
64.5% of Second Life fans are female, 35.5% are male, with an average age of 41.4 years.
Second Life fans show strongest brand affinity for Barbie (13×), The Sims (18.57×), and IMVU (26.98×) over the country average.
Second Life fans in United States are most concentrated in California (reach ~90K), Florida (reach ~80K), and Texas (reach ~70K). These three regions account for the largest share of the active audience.
Beyond Second Life itself, the audience over-indexes on The Sims (18.57×), IMVU (26.98×), The Sims (video game) (18.88×), and Meta Quest 3 (14.01×) 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 Second Life. 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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