A data profile of the people who buy, follow and care about Tile-matching video game in United States — modelled from more than twelve digital signal sources. Tile-matching video game has an estimated audience of 3,813,252 people in United States.
Tile-matching video game has an estimated audience of 3,813,252 people in United States. 58.1% are female, 41.9% are male, average age 37.4. Top brand affinities: Casual game, Puzzle video games, Candy Crush Saga, Brain teaser, Mobile game.
Top brand affinities include Casual game, Puzzle video games, Candy Crush Saga, with strongest over-indexing on Casual game (13.17× the country average).
Demographically, the Tile-matching video game audience skews more female with an average age of 37.4, and over-indexes on personality traits such as Family Orientation, Price Sensitivity.
The typical Tile-matching video game fan in United States is more female, around 37.4 years old, with strong Family Orientation tendencies and a notable affinity for Casual game.
The key figures that characterise the Tile-matching video game profile in United States.
58.1% are female, 41.9% are male, average age 37.4.
| Metric | Value |
|---|---|
| Female | 58.1% |
| Male | 41.9% |
| Average age | 37.4 |
| Estimated audience size | 3,813,252 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 26% | |
| 20-29 | 20% | |
| 30-39 | 18% | |
| 40-49 | 18% | |
| 50+ | 19% |
The strongest cross-interests of the Tile-matching video game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Casual game | Games | 13.17× | ||
| 02 | City-building game | Games | 11.29× | ||
| 03 | Brain teaser | Business & Career | 9.82× | ||
| 04 | Candy Crush Saga | Games | 8.00× | ||
| 05 | International education | Business & Career | 7.73× | ||
| 06 | Puzzle video games | Games | 6.13× | ||
| 07 | Zootopia | Movies & TV | 5.53× | ||
| 08 | Simulation games | Games | 5.25× | ||
| 09 | Strategy games | Games | 4.00× | ||
| 10 | Slot machine | Games | 3.23× | ||
| 11 | Board games | Games | 3.11× | ||
| 12 | Card games | Games | 2.86× | ||
| 13 | Mobile game | Games | 2.73× | ||
| 14 | Game of Thrones | Movies & TV | 2.52× | ||
| 15 | Nostalgia | Home & Garden | 2.22× | ||
| 16 | Gambling | Games | 2.10× | ||
| 17 | T-Mobile | Technology & Electronics | 1.75× | ||
| 18 | Technology & Electronics | 1.70× | |||
| 19 | Breaking news | Movies & TV | 1.64× | ||
| 20 | Health care | Business & Career | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Family Orientation | CONSERVATISM | 1.35× | |
| Price Sensitivity | PREMIUM | 1.32× | |
| Convenience Orientation | PREMIUM | 1.31× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.63× | |
| Luxury Orientation | PREMIUM | 0.67× | |
| Sustainability | BALANCE | 0.80× |
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 Tile-matching 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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