A data profile of the people who buy, follow and care about The Crew (video game) in United States — modelled from more than twelve digital signal sources. The Crew (video game) has an estimated audience of 273,989 people in United States.
The average The Crew (video game) fan in United States is 31.6 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Bentley Continental GT, Alice: Madness Returns, TrackMania, with strongest over-indexing on Bentley Continental GT (378.87× the country average).
Demographically, the The Crew (video game) audience skews more male with an average age of 31.6, and over-indexes on personality traits such as Family Orientation, Convenience Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical The Crew (video game) fan in United States is more male, around 31.6 years old, with strong Family Orientation tendencies and a notable affinity for Bentley Continental GT.
The key figures that characterise the The Crew (video game) profile in United States.
30.1% are female, 69.9% are male, average age 31.6.
| Metric | Value |
|---|---|
| Female | 30.1% |
| Male | 69.9% |
| Average age | 31.6 |
| Estimated audience size | 273,989 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 42% | |
| 20-29 | 21% | |
| 30-39 | 16% | |
| 40-49 | 12% | |
| 50+ | 9% |
Where the The Crew (video game) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | California | ~60K | 2.01× | |
| 02 | Maine | ~2K | 1.61× | |
| 03 | Michigan | ~10K | 1.45× | |
| 04 | Ohio | ~10K | 1.26× | |
| 05 | Minnesota | ~4K | 1.12× | |
| 06 | Kentucky | ~4K | 1.09× | |
| 07 | Mississippi | ~2K | 1.08× | |
| 08 | Massachusetts | ~6K | 1.07× | |
| 09 | Washington | ~6K | 1.06× | |
| 10 | Kansas | ~2K | 1.06× | |
| 11 | Indiana | ~5K | 1.05× | |
| 12 | Oklahoma | ~3K | 1.05× | |
| 13 | Georgia | ~9K | 1.04× | |
| 14 | North Carolina | ~9K | 1.03× | |
| 15 | Alabama | ~4K | 1.03× | |
| 16 | Louisiana | ~4K | 1.03× | |
| 17 | Missouri | ~4K | 1.00× | |
| 18 | Virginia | ~7K | 0.99× | |
| 19 | Arkansas | ~2K | 0.99× | |
| 20 | West Virginia | ~1K | 0.99× | |
| 21 | Texas | ~20K | 0.98× | |
| 22 | Nevada | ~3K | 0.98× | |
| 23 | Utah | ~2K | 0.98× | |
| 24 | Tennessee | ~5K | 0.97× | |
| 25 | Oregon | ~3K | 0.97× | |
| 26 | Connecticut | ~3K | 0.97× | |
| 27 | Iowa | ~2K | 0.97× | |
| 28 | New Hampshire | ~1K | 0.97× | |
| 29 | South Dakota | <1K | 0.97× | |
| 30 | New Mexico | ~1K | 0.96× | |
| 31 | Idaho | ~1K | 0.96× | |
| 32 | Alaska | <1K | 0.96× | |
| 33 | Florida | ~20K | 0.95× | |
| 34 | Arizona | ~5K | 0.95× | |
| 35 | Pennsylvania | ~9K | 0.94× | |
| 36 | Nebraska | ~1K | 0.94× | |
| 37 | Illinois | ~9K | 0.93× | |
| 38 | Rhode Island | <1K | 0.93× | |
| 39 | New Jersey | ~6K | 0.92× | |
| 40 | Maryland | ~4K | 0.92× | |
| 41 | South Carolina | ~4K | 0.92× | |
| 42 | Delaware | <1K | 0.92× | |
| 43 | North Dakota | <1K | 0.92× | |
| 44 | Wisconsin | ~4K | 0.91× | |
| 45 | New York | ~10K | 0.90× | |
| 46 | Vermont | <1K | 0.90× | |
| 47 | Colorado | ~4K | 0.89× | |
| 48 | Montana | <1K | 0.88× | |
| 49 | Washington, District of Columbia | <1K | 0.85× | |
| 50 | Hawaii | <1K | 0.83× |
The strongest cross-interests of the The Crew (video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Bentley Continental GT | Cars & Mobility | 378.87× | ||
| 02 | Alice: Madness Returns | Games | 302.06× | ||
| 03 | TrackMania | Games | 202.29× | ||
| 04 | Uplay | Internet & Social Media | 78.91× | ||
| 05 | Watch Dogs | Games | 75.68× | ||
| 06 | Wii Sports | Games | 71.70× | ||
| 07 | Portal 2 | Games | 56.04× | ||
| 08 | Dying Light | Games | 55.66× | ||
| 09 | Assetto Corsa | Games | 46.70× | ||
| 10 | Borderlands (series) | Games | 38.58× | ||
| 11 | Red Dead Redemption | Games | 23.76× | ||
| 12 | Saving Private Ryan | Movies & TV | 18.95× | ||
| 13 | GameSpot | Games | 17.74× | ||
| 14 | Action role-playing game | Games | 15.87× | ||
| 15 | Micro Center | Shopping | 15.12× | ||
| 16 | Historical fiction | Literature | 14.86× | ||
| 17 | Action-adventure game | Games | 11.13× | ||
| 18 | Arcade game | Games | 10.44× | ||
| 19 | Real-time strategy | Games | 8.26× | ||
| 20 | Adventure game | Games | 6.68× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Family Orientation | CONSERVATISM | 2.78× | |
| Convenience Orientation | PREMIUM | 2.22× | |
| Price Sensitivity | PREMIUM | 1.84× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Creativity | OPEN | 0.56× | |
| Design Affinity | PREMIUM | 0.59× | |
| Healthy Lifestyle | BALANCE | 0.67× |
The Crew (video game) has an estimated audience of 273,989 people in United States, concentrated in California and Texas.
30.1% of The Crew (video game) fans are female, 69.9% are male, with an average age of 31.6 years.
The Crew (video game) fans show strongest brand affinity for Bentley Continental GT (378.87×), Alice: Madness Returns (302.06×), and TrackMania (202.29×) over the country average.
The Crew (video game) fans in United States are most concentrated in California (reach ~60K), Texas (reach ~20K), and Florida (reach ~20K). These three regions account for the largest share of the active audience.
Beyond The Crew (video game) itself, the audience over-indexes on Alice: Madness Returns (302.06×), TrackMania (202.29×), Watch Dogs (75.68×), and Dying Light (55.66×) 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 The Crew (video game). 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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