A data profile of the people who buy, follow and care about Tomb Raider (1996 video game) in United States — modelled from more than twelve digital signal sources. Tomb Raider (1996 video game) has an estimated audience of 427,745 people in United States.
The average Tomb Raider (1996 video game) fan in United States is 27.9 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Daniel Craig, Chrono Trigger, City-building game, with strongest over-indexing on Daniel Craig (145.81× the country average).
Demographically, the Tomb Raider (1996 video game) audience skews more male with an average age of 27.9, and over-indexes on personality traits such as Spirituality, Convenience Orientation.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Tomb Raider (1996 video game) fan in United States is more male, around 27.9 years old, with strong Spirituality tendencies and a notable affinity for Daniel Craig.
The key figures that characterise the Tomb Raider (1996 video game) profile in United States.
28.0% are female, 72.0% are male, average age 27.9.
| Metric | Value |
|---|---|
| Female | 28.0% |
| Male | 72.0% |
| Average age | 27.9 |
| Estimated audience size | 427,745 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 56% | |
| 20-29 | 18% | |
| 30-39 | 12% | |
| 40-49 | 8% | |
| 50+ | 5% |
Where the Tomb Raider (1996 video game) audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Alaska | ~1K | 1.29× | |
| 02 | Arizona | ~10K | 1.28× | |
| 03 | Nevada | ~5K | 1.26× | |
| 04 | Idaho | ~3K | 1.20× | |
| 05 | Utah | ~5K | 1.19× | |
| 06 | Washington, District of Columbia | ~2K | 1.17× | |
| 07 | Washington | ~10K | 1.16× | |
| 08 | Oregon | ~6K | 1.15× | |
| 09 | Oklahoma | ~5K | 1.13× | |
| 10 | South Dakota | ~1K | 1.13× | |
| 11 | Montana | ~1K | 1.11× | |
| 12 | Wyoming | <1K | 1.10× | |
| 13 | Alabama | ~7K | 1.09× | |
| 14 | Arkansas | ~4K | 1.09× | |
| 15 | New Mexico | ~2K | 1.09× | |
| 16 | West Virginia | ~2K | 1.08× | |
| 17 | California | ~50K | 1.05× | |
| 18 | Texas | ~40K | 1.05× | |
| 19 | Missouri | ~7K | 1.04× | |
| 20 | Florida | ~30K | 1.03× | |
| 21 | Kentucky | ~6K | 1.03× | |
| 22 | Indiana | ~8K | 1.00× | |
| 23 | Ohio | ~10K | 0.99× | |
| 24 | Colorado | ~7K | 0.99× | |
| 25 | Hawaii | ~2K | 0.99× | |
| 26 | Georgia | ~10K | 0.98× | |
| 27 | Michigan | ~10K | 0.98× | |
| 28 | Tennessee | ~8K | 0.98× | |
| 29 | Kansas | ~3K | 0.98× | |
| 30 | Maine | ~2K | 0.98× | |
| 31 | Louisiana | ~5K | 0.96× | |
| 32 | North Carolina | ~10K | 0.95× | |
| 33 | Virginia | ~10K | 0.94× | |
| 34 | Mississippi | ~3K | 0.94× | |
| 35 | Nebraska | ~2K | 0.94× | |
| 36 | New York | ~20K | 0.93× | |
| 37 | Illinois | ~10K | 0.93× | |
| 38 | New Hampshire | ~2K | 0.93× | |
| 39 | North Dakota | <1K | 0.93× | |
| 40 | Pennsylvania | ~10K | 0.92× | |
| 41 | South Carolina | ~6K | 0.91× | |
| 42 | Connecticut | ~4K | 0.91× | |
| 43 | Rhode Island | ~1K | 0.90× | |
| 44 | Wisconsin | ~6K | 0.88× | |
| 45 | Iowa | ~3K | 0.87× | |
| 46 | Delaware | ~1K | 0.86× | |
| 47 | Massachusetts | ~7K | 0.85× | |
| 48 | Maryland | ~6K | 0.85× | |
| 49 | Minnesota | ~5K | 0.85× | |
| 50 | New Jersey | ~9K | 0.81× |
The strongest cross-interests of the Tomb Raider (1996 video game) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Chrono Trigger | Games | 252.77× | ||
| 02 | Daniel Craig | Movies & TV | 145.81× | ||
| 03 | Rayman | Games | 94.47× | ||
| 04 | Mass Effect | Games | 59.44× | ||
| 05 | City-building game | Games | 42.11× | ||
| 06 | JoJo's Bizarre Adventure | Literature | 37.13× | ||
| 07 | Atari | Games | 34.53× | ||
| 08 | Secret society | Politics & Society | 25.52× | ||
| 09 | Raspberry Pi | Technology & Electronics | 25.14× | ||
| 10 | Angry Birds | Games | 19.10× | ||
| 11 | Animal Crossing | Games | 17.81× | ||
| 12 | Super Mario | Games | 16.12× | ||
| 13 | Candy Crush Saga | Games | 11.63× | ||
| 14 | Crime fiction | Literature | 7.59× | ||
| 15 | Zendaya | Movies & TV | 7.33× | ||
| 16 | GameStop | Games | 6.51× | ||
| 17 | Pokémon | Games | 5.27× | ||
| 18 | Capital One | Business & Career | 4.92× | ||
| 19 | Pizza Hut | Food & Beverages | 4.05× | ||
| 20 | Subway | Food & Beverages | 3.75× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 2.08× | |
| Convenience Orientation | PREMIUM | 1.84× | |
| Patriotism | CONSERVATISM | 1.82× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.61× | |
| Design Affinity | PREMIUM | 0.70× | |
| Healthy Lifestyle | BALANCE | 0.75× |
Tomb Raider (1996 video game) has an estimated audience of 427,745 people in United States, concentrated in California and Texas.
28.0% of Tomb Raider (1996 video game) fans are female, 72.0% are male, with an average age of 27.9 years.
Tomb Raider (1996 video game) fans show strongest brand affinity for Daniel Craig (145.81×), Chrono Trigger (252.77×), and City-building game (42.11×) over the country average.
Tomb Raider (1996 video game) fans in United States are most concentrated in California (reach ~50K), Texas (reach ~40K), and Florida (reach ~30K). These three regions account for the largest share of the active audience.
Beyond Tomb Raider (1996 video game) itself, the audience over-indexes on Chrono Trigger (252.77×), City-building game (42.11×), JoJo's Bizarre Adventure (37.13×), and Mass Effect (59.44×) 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 Tomb Raider (1996 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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