Video game culture Audience in United States
Video game culture has an estimated audience of 6,266,865 people in United States. 24.8% are female, 75.2% are male, average age 34.2. Top regions: California, Texas, New York. Top brand affinities: League of Legends, GameStop, Superman, The Legend of Zelda, Counter-Strike: Global Offensive.
The average Video game culture fan in United States is 34.2 years old, more male, and lives primarily in California. The audience is concentrated in California, Texas, New York. Top brand affinities include League of Legends, GameStop, Superman, with strongest over-indexing on League of Legends (8× the country average). Demographically, the Video game culture audience skews more male with an average age of 34.2, and over-indexes on personality traits such as Early Adopter Mentality, Extroversion. Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
Demographics of Video game culture fans
| Metric | Value |
|---|---|
| Female | 24.8% |
| Male | 75.2% |
| Average age | 34.2 |
| Estimated audience size | 6,266,865 |
Audience persona
The typical Video game culture fan in United States is more male, around 34.2 years old, with strong Early Adopter Mentality tendencies and a notable affinity for League of Legends.
Top regions in United States
| Region | Reach | Affinity |
|---|---|---|
| California | 354,368 | 0.51× |
| Texas | 165,187 | 0.31× |
| New York | 149,036 | 0.43× |
| Florida | 106,330 | 0.25× |
| Illinois | 85,538 | 0.41× |
| Kentucky | 77,519 | 0.99× |
| Virginia | 67,139 | 0.44× |
| Georgia | 63,778 | 0.33× |
| Michigan | 63,750 | 0.39× |
| Washington | 60,211 | 0.48× |
| Utah | 58,761 | 1.05× |
| Tennessee | 57,187 | 0.45× |
| Louisiana | 56,427 | 0.7× |
| Pennsylvania | 54,718 | 0.26× |
| Mississippi | 54,397 | 1.05× |
| Alabama | 52,525 | 0.6× |
| Arkansas | 52,353 | 1.01× |
| Maryland | 52,279 | 0.49× |
| Ohio | 51,231 | 0.27× |
| Missouri | 50,228 | 0.5× |
| Indiana | 48,406 | 0.42× |
| North Carolina | 48,225 | 0.26× |
| Oklahoma | 47,260 | 0.68× |
| West Virginia | 44,907 | 1.54× |
| Alaska | 44,814 | 3.34× |
| New Jersey | 43,461 | 0.27× |
| South Carolina | 42,584 | 0.45× |
| Kansas | 41,479 | 0.84× |
| Idaho | 41,470 | 1.32× |
| Oregon | 41,380 | 0.58× |
| Arizona | 39,693 | 0.31× |
| Hawaii | 39,615 | 1.47× |
| Iowa | 39,378 | 0.76× |
| Montana | 39,066 | 2.25× |
| South Dakota | 38,560 | 2.66× |
| Colorado | 38,209 | 0.39× |
| Wisconsin | 38,046 | 0.4× |
| North Dakota | 37,545 | 2.92× |
| New Hampshire | 37,002 | 1.5× |
| Minnesota | 36,826 | 0.41× |
| Massachusetts | 36,448 | 0.3× |
| Wyoming | 36,327 | 3.91× |
| Nebraska | 36,233 | 1.15× |
| Connecticut | 36,178 | 0.58× |
| New Mexico | 36,044 | 1.15× |
| Nevada | 35,927 | 0.59× |
| Rhode Island | 35,730 | 1.79× |
| Maine | 35,708 | 1.59× |
| Vermont | 35,142 | 3.19× |
| Delaware | 31,997 | 1.85× |
Top brand affinities
Brands and entities this audience over-indexes on, vs. the country average.
| Brand | Affinity | Category |
|---|---|---|
| League of Legends | 8× | Games |
| GameStop | 5.57× | Games |
| Superman | 2.34× | Movies & TV |
| The Legend of Zelda | 8.44× | Games |
| Counter-Strike: Global Offensive | 8.69× | Games |
| Call of Duty | 6.14× | Games |
| Pokémon | 4.45× | Games |
| Role-playing games | 4.29× | Games |
| Magic: The Gathering | 8.53× | Games |
| Mobile game | 3.21× | Games |
| Action role-playing game | 6.1× | Games |
| Staples (Canada) | 3.46× | Business & Career |
| Anime and manga fandom | 4× | Literature |
| Massively multiplayer online games | 5.11× | Games |
| Electronic sports | 6.49× | Sports |
| Scooby-Doo | 3.29× | Movies & TV |
| Xbox | 4.57× | Games |
| Gambling | 2.65× | Games |
| Minecraft | 5.22× | Games |
| Bachelor of Business Administration | 22.22× | Business & Career |
Psychographic profile
Top six personality traits over-indexed by this audience (1.0 = country average).
| Trait | Cluster | Score |
|---|---|---|
| Early Adopter Mentality | POWER | 2.07 |
| Extroversion | THRILL | 1.78 |
| LGBTQ+ Identity | OPEN | 1.71 |
| Patriotism | CONSERVATISM | 1.36 |
| Social Media Usage | JOY | 1.34 |
| Risk Appetite | THRILL | 1.31 |
Worldwide distribution
| Country | Share |
|---|---|
| United States | 19.4% |
| India | 9.6% |
| Mexico | 6.3% |
See Video game culture audiences in other countries
More Games audiences in United States
- Food and drink (182,612,063)
- Music (181,108,961)
- Shopping and fashion (177,150,005)
- Sports and outdoors (173,827,889)
- Sports (173,190,295)
Frequently asked questions
How many fans does Video game culture have in United States?
Video game culture has an estimated audience of 6,266,865 people in United States, concentrated in California and Texas.
What is the gender split and age of Video game culture fans?
24.8% of Video game culture fans are female, 75.2% are male, with an average age of 34.2 years.
Which brands do Video game culture fans like most?
Video game culture fans show strongest brand affinity for League of Legends (8×), GameStop (5.57×), and Superman (2.34×) over the country average.
Where do Video game culture fans live in United States?
Video game culture fans in United States are most concentrated in California (reach 354,368), Texas (reach 165,187), and New York (reach 149,036). These three regions account for the largest share of the active audience.
What other brands do Video game culture fans also like?
Beyond Video game culture itself, the audience over-indexes on GameStop (5.57×), Superman (2.34×), The Legend of Zelda (8.44×), and Counter-Strike: Global Offensive (8.69×) compared to the United States average.
How to read this data
Audience size is the estimated number of people in United States who actively search for Video game culture. 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.