Rascasse Audience Intelligence

Ultimate Fighting Championship (video game) Audience in United States

A data profile of the people who buy, follow and care about Ultimate Fighting Championship (video game) in United States — modelled from more than twelve digital signal sources. Ultimate Fighting Championship (video game) has an estimated audience of 10,544,525 people in United States.

Ultimate Fighting Championship (video game) fans in United States are concentrated in California, with strong brand affinity for Broadcasting of sports events.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include Broadcasting of sports events, Psychological horror, Role-playing, with strongest over-indexing on Broadcasting of sports events (1.79× the country average).

Compared to the country baseline, this audience shows distinctive patterns across 12 brand affinities and 50 regions tracked by Rascasse.

The typical Ultimate Fighting Championship (video game) fan in United States shows strong Mindfulness tendencies and a notable affinity for Broadcasting of sports events.

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 Ultimate Fighting Championship (video game) profile in United States.

Audience size
10.5M
in United States
Country rank
#3399
Video / Board Game in United States
Fig. 01

Search interest · 12-month trend

+17%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Ultimate Fighting Championship (video game) fans

Fig. 02

Gender split

Demographic split for Ultimate Fighting Championship (video game) audience in United States
MetricValue
Estimated audience size10,544,525
Fig. 04

Worldwide distribution

5.7%

of the worldwide Ultimate Fighting Championship (video game) audience comes from United States.

Worldwide audience distribution share by country for Ultimate Fighting Championship (video game)
CountryShare
Canada14.5%
Australia12.1%
Brazil9.0%
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 Ultimate Fighting Championship (video game) audience in United States is strongest.

Fig. 05

Top regions by affinity

Ultimate Fighting Championship (video game) fans by region: top regions in United States
#RegionReachAffinity×
01Nevada~200K1.90×
02Hawaii~80K1.74×
03Arizona~300K1.63×
04California~1.5M1.48×
05New Mexico~70K1.32×
06Illinois~400K1.23×
07Oregon~100K1.21×
08Washington~200K1.20×
09Alaska~30K1.17×
10Colorado~200K1.16×
11New Jersey~300K1.09×
12Texas~900K1.08×
13Iowa~90K1.08×
14Montana~30K1.08×
15Florida~700K1.07×
16New York~600K1.07×
17Idaho~50K1.07×
18Massachusetts~200K1.03×
19Michigan~300K1.02×
20North Dakota~20K1.01×
21Utah~90K0.99×
22Connecticut~100K0.98×
23Kentucky~100K0.97×
24Nebraska~50K0.97×
25West Virginia~40K0.95×
26Rhode Island~30K0.95×
27Wyoming~10K0.95×
28Pennsylvania~300K0.94×
29Indiana~200K0.94×
30Oklahoma~100K0.94×
31New Hampshire~40K0.94×
32Minnesota~100K0.92×
33Kansas~70K0.92×
34Ohio~300K0.91×
35Maine~30K0.91×
36South Dakota~20K0.91×
37Missouri~100K0.90×
38Wisconsin~100K0.87×
39Virginia~200K0.84×
40Maryland~100K0.81×
41Louisiana~100K0.80×
42Tennessee~200K0.79×
43North Carolina~200K0.78×
44Arkansas~60K0.74×
45Delaware~20K0.73×
46Georgia~200K0.70×
47South Carolina~100K0.69×
48Washington, District of Columbia~20K0.69×
49Alabama~90K0.63×
50Mississippi~50K0.60×
Fig. 06

Affinity by region

Affinity by region — Ultimate Fighting Championship (video game), United States
0.60×1.00×1.90×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Ultimate Fighting Championship (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 Ultimate Fighting Championship (video game) audience
#·InterestCategoryAffinity×
01Grand Theft Auto OnlineGames5.55×
02Plants vs. ZombiesGames3.14×
03Player versus playerGames2.66×
04Role-playingGames2.57×
05Psychological horrorHealth2.54×
06Marvel UniverseGames2.25×
07Single track (mountain biking)Sports2.23×
08Fast Company (magazine)Business & Career2.15×
09Spectre (2015 film)Movies & TV2.08×
10College applicationBusiness & Career1.91×
11Broadcasting of sports eventsMovies & TV1.79×
12KippahFashion & Accessoires1.53×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Ultimate Fighting Championship (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 Ultimate Fighting Championship (video game) audience · What stands out
TraitClusterDeviationScore
MindfulnessBALANCE0.67×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Ultimate Fighting Championship (video game) audience · Rather not
TraitClusterDeviationScore
MindfulnessBALANCE0.67×
1.00× baseline
Appendix

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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 Ultimate Fighting Championship (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.

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