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.
The key figures that characterise the Supercell (video game company) profile in United States.
36.8% are female, 63.2% are male, average age 27.6.
| Metric | Value |
|---|---|
| Female | 36.8% |
| Male | 63.2% |
| Average age | 27.6 |
| Estimated audience size | 1,072,934 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 52% | |
| 20-29 | 24% | |
| 30-39 | 12% | |
| 40-49 | 7% | |
| 50+ | 4% |
Where the Supercell (video game company) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Oklahoma | ~20K | 1.44× | |
| 02 | California | ~200K | 1.36× | |
| 03 | Texas | ~100K | 1.32× | |
| 04 | Nebraska | ~7K | 1.23× | |
| 05 | Kansas | ~10K | 1.22× | |
| 06 | Florida | ~80K | 1.17× | |
| 07 | Hawaii | ~5K | 1.16× | |
| 08 | Illinois | ~40K | 1.12× | |
| 09 | Iowa | ~10K | 1.12× | |
| 10 | Maryland | ~20K | 1.11× | |
| 11 | Utah | ~10K | 1.11× | |
| 12 | North Dakota | ~2K | 1.11× | |
| 13 | Georgia | ~40K | 1.10× | |
| 14 | New Jersey | ~30K | 1.10× | |
| 15 | Arizona | ~20K | 1.09× | |
| 16 | Minnesota | ~20K | 1.09× | |
| 17 | Indiana | ~20K | 1.08× | |
| 18 | New York | ~60K | 1.06× | |
| 19 | Washington | ~20K | 1.06× | |
| 20 | Nevada | ~10K | 1.06× | |
| 21 | Missouri | ~20K | 1.04× | |
| 22 | Virginia | ~30K | 1.01× | |
| 23 | Arkansas | ~9K | 1.01× | |
| 24 | North Carolina | ~30K | 1.00× | |
| 25 | South Dakota | ~2K | 1.00× | |
| 26 | Idaho | ~5K | 0.99× | |
| 27 | Kentucky | ~10K | 0.98× | |
| 28 | Oregon | ~10K | 0.98× | |
| 29 | Connecticut | ~10K | 0.98× | |
| 30 | Michigan | ~30K | 0.96× | |
| 31 | Wisconsin | ~20K | 0.95× | |
| 32 | Alaska | ~2K | 0.95× | |
| 33 | Ohio | ~30K | 0.94× | |
| 34 | New Mexico | ~5K | 0.94× | |
| 35 | Tennessee | ~20K | 0.93× | |
| 36 | Massachusetts | ~20K | 0.93× | |
| 37 | Alabama | ~10K | 0.93× | |
| 38 | Pennsylvania | ~30K | 0.92× | |
| 39 | Mississippi | ~8K | 0.91× | |
| 40 | Louisiana | ~10K | 0.89× | |
| 41 | Colorado | ~10K | 0.88× | |
| 42 | Delaware | ~3K | 0.88× | |
| 43 | South Carolina | ~10K | 0.87× | |
| 44 | Montana | ~3K | 0.87× | |
| 45 | Rhode Island | ~3K | 0.83× | |
| 46 | Washington, District of Columbia | ~3K | 0.83× | |
| 47 | New Hampshire | ~3K | 0.82× | |
| 48 | West Virginia | ~4K | 0.81× | |
| 49 | Maine | ~3K | 0.74× | |
| 50 | Vermont | ~1K | 0.70× |
The strongest cross-interests of the Supercell (video game company) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Brawl Stars | Games | 267.57× | ||
| 02 | Clash Royale | Games | 200.84× | ||
| 03 | Clash of Clans | Games | 160.65× | ||
| 04 | Google Voice | Technology & Electronics | 70.63× | ||
| 05 | Tower defense | Games | 62.96× | ||
| 06 | The Legend of Korra | Movies & TV | 47.64× | ||
| 07 | Age of Empires | Games | 36.40× | ||
| 08 | SimCity | Games | 34.64× | ||
| 09 | Final Fantasy | Games | 21.07× | ||
| 10 | David Tennant | Movies & TV | 19.10× | ||
| 11 | Gizmodo | Technology & Electronics | 18.34× | ||
| 12 | Super Mario Bros. | Games | 17.59× | ||
| 13 | John Goodman | Movies & TV | 15.95× | ||
| 14 | quora | Internet & Social Media | 14.37× | ||
| 15 | Gaming computer | Technology & Electronics | 13.46× | ||
| 16 | The Verge | Technology & Electronics | 12.14× | ||
| 17 | Decoration | Home & Garden | 8.97× | ||
| 18 | Strategy games | Games | 7.72× | ||
| 19 | Mobile game | Games | 5.13× | ||
| 20 | Pokémon | Games | 4.86× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 2.92× | |
| Early Adopter Mentality | POWER | 1.79× | |
| Extroversion | THRILL | 1.39× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.65× | |
| Community Orientation | OPEN | 0.70× | |
| Design Affinity | PREMIUM | 0.70× |
Supercell (video game company)'s target market in United States covers an estimated 1,072,934 people, concentrated in California and Texas.
36.8% of the Supercell (video game company) audience are female, 63.2% are male, with an average age of 27.6 years.
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.
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.
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.
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 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.
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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