A data profile of the people who buy, follow and care about Valorant in United States — modelled from more than twelve digital signal sources. Valorant has an estimated audience of 1,995,915 people in United States.
The average Valorant fan in United States is 27.8 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Mobile game, Counter-Strike: Global Offensive, League of Legends, with strongest over-indexing on Mobile game (7.13× the country average).
Demographically, the Valorant audience skews more male with an average age of 27.8, and over-indexes on personality traits such as Early Adopter Mentality, Patriotism.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Valorant fan in United States is more male, around 27.8 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Mobile game.
The key figures that characterise the Valorant profile in United States.
28.5% are female, 71.5% are male, average age 27.8.
| Metric | Value |
|---|---|
| Female | 28.5% |
| Male | 71.5% |
| Average age | 27.8 |
| Estimated audience size | 1,995,915 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 53% | |
| 20-29 | 23% | |
| 30-39 | 12% | |
| 40-49 | 7% | |
| 50+ | 5% |
Where the Valorant audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Hawaii | ~10K | 1.60× | |
| 02 | California | ~300K | 1.49× | |
| 03 | Washington | ~60K | 1.39× | |
| 04 | Alaska | ~6K | 1.35× | |
| 05 | Arizona | ~50K | 1.30× | |
| 06 | Nevada | ~30K | 1.30× | |
| 07 | Texas | ~200K | 1.21× | |
| 08 | Oregon | ~30K | 1.16× | |
| 09 | Utah | ~20K | 1.16× | |
| 10 | Virginia | ~60K | 1.15× | |
| 11 | New York | ~100K | 1.14× | |
| 12 | Florida | ~200K | 1.13× | |
| 13 | Oklahoma | ~30K | 1.13× | |
| 14 | New Jersey | ~60K | 1.09× | |
| 15 | Kansas | ~20K | 1.05× | |
| 16 | Georgia | ~60K | 1.04× | |
| 17 | Maryland | ~40K | 1.04× | |
| 18 | North Carolina | ~60K | 1.00× | |
| 19 | Massachusetts | ~40K | 1.00× | |
| 20 | Indiana | ~40K | 1.00× | |
| 21 | Minnesota | ~30K | 1.00× | |
| 22 | Idaho | ~10K | 1.00× | |
| 23 | Illinois | ~60K | 0.98× | |
| 24 | Kentucky | ~20K | 0.98× | |
| 25 | Connecticut | ~20K | 0.98× | |
| 26 | North Dakota | ~4K | 0.98× | |
| 27 | Michigan | ~50K | 0.97× | |
| 28 | Alabama | ~30K | 0.96× | |
| 29 | Pennsylvania | ~60K | 0.93× | |
| 30 | Missouri | ~30K | 0.93× | |
| 31 | Colorado | ~30K | 0.93× | |
| 32 | Arkansas | ~20K | 0.93× | |
| 33 | Ohio | ~60K | 0.92× | |
| 34 | Wisconsin | ~30K | 0.92× | |
| 35 | New Mexico | ~9K | 0.90× | |
| 36 | Nebraska | ~9K | 0.90× | |
| 37 | West Virginia | ~8K | 0.89× | |
| 38 | Tennessee | ~40K | 0.88× | |
| 39 | South Carolina | ~30K | 0.88× | |
| 40 | Louisiana | ~20K | 0.87× | |
| 41 | Rhode Island | ~6K | 0.87× | |
| 42 | Iowa | ~10K | 0.85× | |
| 43 | South Dakota | ~4K | 0.85× | |
| 44 | New Hampshire | ~6K | 0.80× | |
| 45 | Delaware | ~4K | 0.80× | |
| 46 | Mississippi | ~10K | 0.79× | |
| 47 | Maine | ~5K | 0.75× | |
| 48 | Montana | ~4K | 0.74× | |
| 49 | Washington, District of Columbia | ~4K | 0.73× | |
| 50 | Vermont | ~2K | 0.71× |
The strongest cross-interests of the Valorant audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Counter-Strike: Global Offensive | Games | 15.93× | ||
| 02 | International education | Business & Career | 15.79× | ||
| 03 | Nvidia | Technology & Electronics | 9.88× | ||
| 04 | League of Legends | Games | 9.83× | ||
| 05 | Massively multiplayer online games | Games | 9.44× | ||
| 06 | Mobile game | Games | 7.13× | ||
| 07 | Micro Center | Shopping | 6.58× | ||
| 08 | Action role-playing game | Games | 6.26× | ||
| 09 | Gaming computer | Technology & Electronics | 6.23× | ||
| 10 | Real-time strategy | Games | 5.98× | ||
| 11 | Action-adventure game | Games | 5.63× | ||
| 12 | Call of Duty | Games | 5.56× | ||
| 13 | Steam | Games | 5.31× | ||
| 14 | Pokémon | Games | 4.51× | ||
| 15 | Anime and manga fandom | Literature | 4.45× | ||
| 16 | Computer hardware | Technology & Electronics | 4.22× | ||
| 17 | Game consoles | Technology & Electronics | 3.74× | ||
| 18 | Online games | Games | 3.19× | ||
| 19 | Android (operating system) | Technology & Electronics | 2.42× | ||
| 20 | Superman | Movies & TV | 2.36× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.90× | |
| Patriotism | CONSERVATISM | 1.44× | |
| Pet Ownership | JOY | 1.39× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.56× | |
| Tradition | CONSERVATISM | 0.73× | |
| Creativity | OPEN | 0.79× |
Valorant has an estimated audience of 1,995,915 people in United States, concentrated in California and Texas.
28.5% of Valorant fans are female, 71.5% are male, with an average age of 27.8 years.
Valorant fans show strongest brand affinity for Mobile game (7.13×), Counter-Strike: Global Offensive (15.93×), and League of Legends (9.83×) over the country average.
Valorant fans in United States are most concentrated in California (reach ~300K), Texas (reach ~200K), and Florida (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Valorant itself, the audience over-indexes on Counter-Strike: Global Offensive (15.93×), League of Legends (9.83×), Massively multiplayer online games (9.44×), and International education (15.79×) 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 Valorant. 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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