Rascasse Audience Intelligence

Supercell (video game company) Target Market in United States

A data profile of the people who buy, follow and care about Supercell (video game company) in United States — modelled from more than twelve digital signal sources. Supercell (video game company) has an estimated audience of 1,072,934 people in United States.

The average Supercell (video game company) fan in United States is 27.6 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include Clash Royale, Google Voice, Brawl Stars, with strongest over-indexing on Clash Royale (200.84× the country average).

Demographically, the Supercell (video game company) audience skews more male with an average age of 27.6, and over-indexes on personality traits such as Patriotism, 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 Supercell (video game company) fan in United States is more male, around 27.6 years old, with strong Patriotism tendencies and a notable affinity for Clash Royale.

Category: Games · Type: Brand

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 Supercell (video game company) profile in United States.

Audience size
1.1M
in United States
Gender
36.8%
63.2% male
Age
27.6
average years
Country rank
#22608
Brand in United States
Fig. 01

Search interest · 12-month trend

+4%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of Supercell (video game company)

36.8% are female, 63.2% are male, average age 27.6.

Fig. 02

Gender split

36.8%
Female
63.2%
Male
Demographic split for Supercell (video game company) audience in United States
MetricValue
Female36.8%
Male63.2%
Average age27.6
Estimated audience size1,072,934
Fig. 03

Age distribution

Ø 27.6
average years
Age distribution of the Supercell (video game company) audience in United States
Age bracketShare%
16-1952%
20-2924%
30-3912%
40-497%
50+4%
Fig. 04

Worldwide distribution

10.0%

of the worldwide Supercell (video game company) audience comes from United States.

Worldwide audience distribution share by country for Supercell (video game company)
CountryShare
Brazil12.3%
United States10.0%
Japan4.9%
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 Supercell (video game company) audience in United States is strongest.

Fig. 05

Top regions by affinity

Supercell (video game company) customers by region in United States
#RegionReachAffinity×
01Oklahoma~20K1.44×
02California~200K1.36×
03Texas~100K1.32×
04Nebraska~7K1.23×
05Kansas~10K1.22×
06Florida~80K1.17×
07Hawaii~5K1.16×
08Illinois~40K1.12×
09Iowa~10K1.12×
10Maryland~20K1.11×
11Utah~10K1.11×
12North Dakota~2K1.11×
13Georgia~40K1.10×
14New Jersey~30K1.10×
15Arizona~20K1.09×
16Minnesota~20K1.09×
17Indiana~20K1.08×
18New York~60K1.06×
19Washington~20K1.06×
20Nevada~10K1.06×
21Missouri~20K1.04×
22Virginia~30K1.01×
23Arkansas~9K1.01×
24North Carolina~30K1.00×
25South Dakota~2K1.00×
26Idaho~5K0.99×
27Kentucky~10K0.98×
28Oregon~10K0.98×
29Connecticut~10K0.98×
30Michigan~30K0.96×
31Wisconsin~20K0.95×
32Alaska~2K0.95×
33Ohio~30K0.94×
34New Mexico~5K0.94×
35Tennessee~20K0.93×
36Massachusetts~20K0.93×
37Alabama~10K0.93×
38Pennsylvania~30K0.92×
39Mississippi~8K0.91×
40Louisiana~10K0.89×
41Colorado~10K0.88×
42Delaware~3K0.88×
43South Carolina~10K0.87×
44Montana~3K0.87×
45Rhode Island~3K0.83×
46Washington, District of Columbia~3K0.83×
47New Hampshire~3K0.82×
48West Virginia~4K0.81×
49Maine~3K0.74×
50Vermont~1K0.70×
Fig. 06

Affinity by region

Affinity by region — Supercell (video game company), United States
0.70×1.00×1.44×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Supercell (video game company) audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Supercell (video game company) audience
#·InterestCategoryAffinity×
01Brawl StarsGames267.57×
02Clash RoyaleGames200.84×
03Clash of ClansGames160.65×
04Google VoiceTechnology & Electronics70.63×
05Tower defenseGames62.96×
06The Legend of KorraMovies & TV47.64×
07Age of EmpiresGames36.40×
08SimCityGames34.64×
09Final FantasyGames21.07×
10David TennantMovies & TV19.10×
11GizmodoTechnology & Electronics18.34×
12Super Mario Bros.Games17.59×
13John GoodmanMovies & TV15.95×
14quoraInternet & Social Media14.37×
15Gaming computerTechnology & Electronics13.46×
16The VergeTechnology & Electronics12.14×
17DecorationHome & Garden8.97×
18Strategy gamesGames7.72×
19Mobile gameGames5.13×
20PokémonGames4.86×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Supercell (video game company) 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 Supercell (video game company) audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM2.92×
Early Adopter MentalityPOWER1.79×
ExtroversionTHRILL1.39×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Supercell (video game company) audience · Rather not
TraitClusterDeviationScore
CreativityOPEN0.65×
Community OrientationOPEN0.70×
Design AffinityPREMIUM0.70×
1.00× baseline
Section 06

Frequently asked questions

01

Who is Supercell (video game company)'s target market in United States?

Supercell (video game company)'s target market in United States covers an estimated 1,072,934 people, concentrated in California and Texas.

02

What is the gender split and age of Supercell (video game company) customers?

36.8% of the Supercell (video game company) audience are female, 63.2% are male, with an average age of 27.6 years.

03

Which brands do Supercell (video game company) fans like most?

Supercell (video game company) fans show strongest brand affinity for Clash Royale (200.84×), Google Voice (70.63×), and Brawl Stars (267.57×) over the country average.

04

Where do Supercell (video game company) fans live in United States?

Supercell (video game company) fans in United States are most concentrated in California (reach ~200K), Texas (reach ~100K), and Florida (reach ~80K). These three regions account for the largest share of the active audience.

05

What other brands do Supercell (video game company) fans also like?

Beyond Supercell (video game company) itself, the audience over-indexes on Google Voice (70.63×), Brawl Stars (267.57×), Tower defense (62.96×), and Final Fantasy (21.07×) 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 Supercell (video game company). 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.

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