Supercell (video game company) Audience in United States
Supercell (video game company) has an estimated audience of 1,067,165 people in United States. 36.8% are female, 63.2% are male, average age 27.6. Top regions: California, Texas, Florida. Top brand affinities: Google Voice, Clash of Clans, Clash Royale, Brawl Stars, Google Maps.
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 Google Voice, Clash of Clans, Clash Royale, with strongest over-indexing on Google Voice (68.03× 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 Early Adopter Mentality, LGBTQ+ Identity. Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
Demographics of Supercell (video game company) fans
| Metric | Value |
|---|---|
| Female | 36.8% |
| Male | 63.2% |
| Average age | 27.6 |
| Estimated audience size | 1,067,165 |
Audience persona
The typical Supercell (video game company) fan in United States is more male, around 27.6 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Google Voice.
Top regions in United States
| Region | Reach | Affinity |
|---|---|---|
| California | 167,847 | 1.43× |
| Texas | 132,318 | 1.44× |
| Florida | 92,080 | 1.27× |
| New York | 70,206 | 1.18× |
| Illinois | 41,419 | 1.17× |
| Georgia | 39,516 | 1.2× |
| North Carolina | 33,984 | 1.06× |
| Pennsylvania | 33,564 | 0.93× |
| New Jersey | 33,000 | 1.22× |
| Ohio | 31,670 | 0.96× |
| Virginia | 27,956 | 1.08× |
| Michigan | 26,305 | 0.94× |
| Washington | 23,516 | 1.1× |
| Arizona | 23,388 | 1.07× |
| Maryland | 22,197 | 1.21× |
| Massachusetts | 21,134 | 1.01× |
| Indiana | 20,217 | 1.04× |
| Tennessee | 19,965 | 0.93× |
| Missouri | 17,917 | 1.04× |
| Oklahoma | 17,812 | 1.5× |
| Minnesota | 17,255 | 1.13× |
| South Carolina | 14,732 | 0.92× |
| Colorado | 14,413 | 0.86× |
| Wisconsin | 14,339 | 0.89× |
| Alabama | 14,094 | 0.95× |
| Louisiana | 12,581 | 0.91× |
| Kentucky | 12,423 | 0.93× |
| Oregon | 12,132 | 0.99× |
| Nevada | 11,020 | 1.07× |
| Connecticut | 10,940 | 1.02× |
| Utah | 10,292 | 1.08× |
| Kansas | 9,784 | 1.16× |
| Iowa | 9,528 | 1.08× |
| Arkansas | 8,563 | 0.97× |
| Mississippi | 7,980 | 0.91× |
| Nebraska | 6,210 | 1.16× |
| Hawaii | 5,302 | 1.16× |
| Idaho | 4,770 | 0.89× |
| New Mexico | 4,405 | 0.82× |
| West Virginia | 3,496 | 0.7× |
| New Hampshire | 3,335 | 0.79× |
| Rhode Island | 2,818 | 0.83× |
| Washington, District of Columbia | 2,809 | 0.88× |
| Maine | 2,583 | 0.68× |
| Delaware | 2,582 | 0.88× |
| Montana | 2,241 | 0.76× |
| North Dakota | 2,138 | 0.98× |
| South Dakota | 2,033 | 0.82× |
| Alaska | 1,816 | 0.8× |
| Vermont | 1,090 | 0.58× |
Top brand affinities
Brands and entities this audience over-indexes on, vs. the country average.
| Brand | Affinity | Category |
|---|---|---|
| Google Voice | 68.03× | Technology & Electronics |
| Clash of Clans | 83.48× | Games |
| Clash Royale | 88.95× | Games |
| Brawl Stars | 133.9× | Games |
| Google Maps | 7.91× | Internet & Social Media |
| Dirty Dancing | 34.22× | Movies & TV |
| Tower defense | 52.38× | Games |
| Beetlejuice | 8.05× | Movies & TV |
| Mobile game | 7.16× | Games |
| Indeed.com | 6.54× | Business & Career |
| SimCity | 38.52× | Games |
| Capital One | 5.72× | Business & Career |
| Counter-Strike: Global Offensive | 13.63× | Games |
| Apple Store | 9.46× | Shopping |
| Bruce Willis | 8.59× | Movies & TV |
| Chandelier | 20.49× | Home & Garden |
| DeviantArt | 8.26× | Internet & Social Media |
| ICloud | 10.42× | Technology & Electronics |
| Enterprise Rent-A-Car | 6.76× | Cars & Mobility |
| Circle K | 7.77× | Shopping |
Psychographic profile
Top six personality traits over-indexed by this audience (1.0 = country average).
| Trait | Cluster | Score |
|---|---|---|
| Early Adopter Mentality | POWER | 1.74 |
| LGBTQ+ Identity | OPEN | 1.61 |
| Risk Appetite | THRILL | 1.23 |
| Extroversion | THRILL | 1.19 |
| Patriotism | CONSERVATISM | 1.19 |
| Social Media Usage | JOY | 1.13 |
Worldwide distribution
| Country | Share |
|---|---|
| Brazil | 11.3% |
| United States | 10.4% |
| Japan | 5.0% |
See Supercell (video game company) audiences in other countries
- Supercell (video game company) — Germany
- Supercell (video game company) — United Kingdom
- Supercell (video game company) — France
- Supercell (video game company) — Italy
- Supercell (video game company) — Spain
- Supercell (video game company) — Brazil
- Supercell (video game company) — Japan
- Supercell (video game company) — South Korea
- Supercell (video game company) — India
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Frequently asked questions
How many fans does Supercell (video game company) have in United States?
Supercell (video game company) has an estimated audience of 1,067,165 people in United States, concentrated in California and Texas.
What is the gender split and age of Supercell (video game company) fans?
36.8% of Supercell (video game company) fans are female, 63.2% are male, with an average age of 27.6 years.
Which brands do Supercell (video game company) fans like most?
Supercell (video game company) fans show strongest brand affinity for Google Voice (68.03×), Clash of Clans (83.48×), and Clash Royale (88.95×) over the country average.
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 167,847), Texas (reach 132,318), and Florida (reach 92,080). These three regions account for the largest share of the active audience.
What other brands do Supercell (video game company) fans also like?
Beyond Supercell (video game company) itself, the audience over-indexes on Clash of Clans (83.48×), Clash Royale (88.95×), Brawl Stars (133.9×), and Google Maps (7.91×) compared to the United States average.
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.