Rascasse Audience Intelligence

Tomb Raider (1996 video game) Audience in United States

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.

Category: Games · Type: Video / Board Game

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Tomb Raider (1996 video game) profile in United States.

Audience size
428K
in United States
Gender
28.0%
72.0% male
Age
27.9
average years
Country rank
#40061
Video / Board Game in United States
Fig. 01

Search interest · 12-month trend

-1%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Tomb Raider (1996 video game) fans

28.0% are female, 72.0% are male, average age 27.9.

Fig. 02

Gender split

28.0%
Female
72.0%
Male
Demographic split for Tomb Raider (1996 video game) audience in United States
MetricValue
Female28.0%
Male72.0%
Average age27.9
Estimated audience size427,745
Fig. 03

Age distribution

Ø 27.9
average years
Age distribution of the Tomb Raider (1996 video game) audience in United States
Age bracketShare%
16-1956%
20-2918%
30-3912%
40-498%
50+5%
Fig. 04

Worldwide distribution

17.7%

of the worldwide Tomb Raider (1996 video game) audience comes from United States.

Worldwide audience distribution share by country for Tomb Raider (1996 video game)
CountryShare
United States17.7%
Japan7.6%
Italy5.8%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the United States average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Tomb Raider (1996 video game) audience in United States is strongest.

Fig. 05

Top regions by affinity

Tomb Raider (1996 video game) fans by region: top regions in United States
#RegionReachAffinity×
01Alaska~1K1.29×
02Arizona~10K1.28×
03Nevada~5K1.26×
04Idaho~3K1.20×
05Utah~5K1.19×
06Washington, District of Columbia~2K1.17×
07Washington~10K1.16×
08Oregon~6K1.15×
09Oklahoma~5K1.13×
10South Dakota~1K1.13×
11Montana~1K1.11×
12Wyoming<1K1.10×
13Alabama~7K1.09×
14Arkansas~4K1.09×
15New Mexico~2K1.09×
16West Virginia~2K1.08×
17California~50K1.05×
18Texas~40K1.05×
19Missouri~7K1.04×
20Florida~30K1.03×
21Kentucky~6K1.03×
22Indiana~8K1.00×
23Ohio~10K0.99×
24Colorado~7K0.99×
25Hawaii~2K0.99×
26Georgia~10K0.98×
27Michigan~10K0.98×
28Tennessee~8K0.98×
29Kansas~3K0.98×
30Maine~2K0.98×
31Louisiana~5K0.96×
32North Carolina~10K0.95×
33Virginia~10K0.94×
34Mississippi~3K0.94×
35Nebraska~2K0.94×
36New York~20K0.93×
37Illinois~10K0.93×
38New Hampshire~2K0.93×
39North Dakota<1K0.93×
40Pennsylvania~10K0.92×
41South Carolina~6K0.91×
42Connecticut~4K0.91×
43Rhode Island~1K0.90×
44Wisconsin~6K0.88×
45Iowa~3K0.87×
46Delaware~1K0.86×
47Massachusetts~7K0.85×
48Maryland~6K0.85×
49Minnesota~5K0.85×
50New Jersey~9K0.81×
Fig. 06

Affinity by region

Affinity by region — Tomb Raider (1996 video game), United States
0.81×1.00×1.29×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Tomb Raider (1996 video game) audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Tomb Raider (1996 video game) audience
#·InterestCategoryAffinity×
01Chrono TriggerGames252.77×
02Daniel CraigMovies & TV145.81×
03RaymanGames94.47×
04Mass EffectGames59.44×
05City-building gameGames42.11×
06JoJo's Bizarre AdventureLiterature37.13×
07AtariGames34.53×
08Secret societyPolitics & Society25.52×
09Raspberry PiTechnology & Electronics25.14×
10Angry BirdsGames19.10×
11Animal CrossingGames17.81×
12Super MarioGames16.12×
13Candy Crush SagaGames11.63×
14Crime fictionLiterature7.59×
15ZendayaMovies & TV7.33×
16GameStopGames6.51×
17PokémonGames5.27×
18Capital OneBusiness & Career4.92×
19Pizza HutFood & Beverages4.05×
20SubwayFood & Beverages3.75×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Tomb Raider (1996 video game) audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Tomb Raider (1996 video game) audience · What stands out
TraitClusterDeviationScore
SpiritualityBALANCE2.08×
Convenience OrientationPREMIUM1.84×
PatriotismCONSERVATISM1.82×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Tomb Raider (1996 video game) audience · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.61×
Design AffinityPREMIUM0.70×
Healthy LifestyleBALANCE0.75×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Tomb Raider (1996 video game) have in United States?

Tomb Raider (1996 video game) has an estimated audience of 427,745 people in United States, concentrated in California and Texas.

02

What is the gender split and age of Tomb Raider (1996 video game) fans?

28.0% of Tomb Raider (1996 video game) fans are female, 72.0% are male, with an average age of 27.9 years.

03

Which brands do Tomb Raider (1996 video game) fans like most?

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.

04

Where do Tomb Raider (1996 video game) fans live in United States?

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.

05

What other brands do Tomb Raider (1996 video game) fans also like?

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.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

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.

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.

Scale & coverage
500,000+ ready-to-use audiences across 200+ countries

From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.

See pricing →