A data profile of the people who buy, follow and care about SimCity in United States — modelled from more than twelve digital signal sources. SimCity has an estimated audience of 1,509,013 people in United States.
The average SimCity fan in United States is 29.2 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include SimCity BuildIt, Crash Bandicoot (video game), Antz, with strongest over-indexing on SimCity BuildIt (97.01× the country average).
Demographically, the SimCity audience skews more male with an average age of 29.2, and over-indexes on personality traits such as Spirituality, Quality Awareness.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical SimCity fan in United States is more male, around 29.2 years old, with strong Spirituality tendencies and a notable affinity for SimCity BuildIt.
The key figures that characterise the SimCity profile in United States.
37.2% are female, 62.8% are male, average age 29.2.
| Metric | Value |
|---|---|
| Female | 37.2% |
| Male | 62.8% |
| Average age | 29.2 |
| Estimated audience size | 1,509,013 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 49% | |
| 20-29 | 22% | |
| 30-39 | 14% | |
| 40-49 | 8% | |
| 50+ | 7% |
Where the SimCity audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Maine | ~10K | 2.76× | |
| 02 | Washington | ~40K | 1.30× | |
| 03 | Oregon | ~20K | 1.30× | |
| 04 | California | ~200K | 1.18× | |
| 05 | New York | ~90K | 1.12× | |
| 06 | Massachusetts | ~30K | 1.10× | |
| 07 | Minnesota | ~20K | 1.09× | |
| 08 | Washington, District of Columbia | ~5K | 1.09× | |
| 09 | Colorado | ~20K | 1.04× | |
| 10 | Nevada | ~20K | 1.04× | |
| 11 | Vermont | ~3K | 1.04× | |
| 12 | Wisconsin | ~20K | 1.03× | |
| 13 | Connecticut | ~20K | 1.03× | |
| 14 | Michigan | ~40K | 1.02× | |
| 15 | Virginia | ~40K | 1.02× | |
| 16 | Arizona | ~30K | 1.02× | |
| 17 | Hawaii | ~7K | 1.02× | |
| 18 | Illinois | ~50K | 1.01× | |
| 19 | Kansas | ~10K | 1.01× | |
| 20 | Missouri | ~20K | 1.00× | |
| 21 | Indiana | ~30K | 0.99× | |
| 22 | Iowa | ~10K | 0.99× | |
| 23 | New Jersey | ~40K | 0.98× | |
| 24 | Oklahoma | ~20K | 0.98× | |
| 25 | New Hampshire | ~6K | 0.98× | |
| 26 | Maryland | ~30K | 0.97× | |
| 27 | Utah | ~10K | 0.97× | |
| 28 | Alaska | ~3K | 0.97× | |
| 29 | Nebraska | ~7K | 0.96× | |
| 30 | Idaho | ~7K | 0.96× | |
| 31 | Texas | ~100K | 0.95× | |
| 32 | Florida | ~100K | 0.95× | |
| 33 | Pennsylvania | ~50K | 0.94× | |
| 34 | Ohio | ~40K | 0.94× | |
| 35 | North Dakota | ~3K | 0.94× | |
| 36 | Rhode Island | ~4K | 0.93× | |
| 37 | Montana | ~4K | 0.93× | |
| 38 | South Dakota | ~3K | 0.93× | |
| 39 | Georgia | ~40K | 0.92× | |
| 40 | Kentucky | ~20K | 0.91× | |
| 41 | West Virginia | ~6K | 0.90× | |
| 42 | North Carolina | ~40K | 0.89× | |
| 43 | Arkansas | ~10K | 0.87× | |
| 44 | Tennessee | ~30K | 0.86× | |
| 45 | Delaware | ~4K | 0.86× | |
| 46 | New Mexico | ~6K | 0.83× | |
| 47 | Louisiana | ~20K | 0.81× | |
| 48 | South Carolina | ~20K | 0.78× | |
| 49 | Alabama | ~20K | 0.78× | |
| 50 | Mississippi | ~10K | 0.78× |
The strongest cross-interests of the SimCity audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | SimCity BuildIt | Games | 97.01× | ||
| 02 | SimCity 4 | Games | 95.48× | ||
| 03 | Antz | Movies & TV | 71.25× | ||
| 04 | Crash Bandicoot (video game) | Games | 64.76× | ||
| 05 | Super Mario 64 | Games | 62.10× | ||
| 06 | Perfect World | Games | 59.58× | ||
| 07 | Donkey Kong | Games | 54.29× | ||
| 08 | Super Mario World | Games | 45.53× | ||
| 09 | The Sims Resource | Games | 43.64× | ||
| 10 | Vincent Cassel | Movies & TV | 42.36× | ||
| 11 | Atari | Games | 41.88× | ||
| 12 | Crash Bandicoot | Games | 38.36× | ||
| 13 | MapleStory | Games | 36.82× | ||
| 14 | Supercell (video game company) | Games | 34.64× | ||
| 15 | Gardenscapes | Games | 28.97× | ||
| 16 | Clash Royale | Games | 27.50× | ||
| 17 | Final Fantasy X | Games | 22.36× | ||
| 18 | Kirsten Dunst | Movies & TV | 15.61× | ||
| 19 | Solitaire | Games | 11.36× | ||
| 20 | World of Warcraft | Games | 9.24× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 1.94× | |
| Quality Awareness | PREMIUM | 1.88× | |
| Social Media Usage | JOY | 1.66× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 0.41× | |
| Community Orientation | OPEN | 0.51× | |
| Family Orientation | CONSERVATISM | 0.66× |
SimCity has an estimated audience of 1,509,013 people in United States, concentrated in California and Texas.
37.2% of SimCity fans are female, 62.8% are male, with an average age of 29.2 years.
SimCity fans show strongest brand affinity for SimCity BuildIt (97.01×), Crash Bandicoot (video game) (64.76×), and Antz (71.25×) over the country average.
SimCity fans in United States are most concentrated in California (reach ~200K), Texas (reach ~100K), and Florida (reach ~100K). These three regions account for the largest share of the active audience.
Beyond SimCity itself, the audience over-indexes on Crash Bandicoot (video game) (64.76×), Antz (71.25×), Perfect World (59.58×), and Solitaire (11.36×) 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 SimCity. 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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