A data profile of the people who buy, follow and care about Video game development in United States — modelled from more than twelve digital signal sources. Video game development has an estimated audience of 4,042,478 people in United States.
The average Video game development fan in United States is 33.1 years old, more male, and lives primarily in Texas.
The audience is concentrated in Texas, California, Florida.
Top brand affinities include Rosie O'Donnell, Collectible card game, Mobile game, with strongest over-indexing on Rosie O'Donnell (13.66× the country average).
Demographically, the Video game development audience skews more male with an average age of 33.1, and over-indexes on personality traits such as Need for Security, Patriotism.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Video game development fan in United States is more male, around 33.1 years old, with strong Need for Security tendencies and a notable affinity for Rosie O'Donnell.
The key figures that characterise the Video game development profile in United States.
30.9% are female, 69.1% are male, average age 33.1.
| Metric | Value |
|---|---|
| Female | 30.9% |
| Male | 69.1% |
| Average age | 33.1 |
| Estimated audience size | 4,042,478 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 34% | |
| 20-29 | 25% | |
| 30-39 | 18% | |
| 40-49 | 13% | |
| 50+ | 10% |
Where the Video game development audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Alaska | ~10K | 1.28× | |
| 02 | North Dakota | ~10K | 1.27× | |
| 03 | Vermont | ~9K | 1.27× | |
| 04 | Kansas | ~40K | 1.26× | |
| 05 | Rhode Island | ~20K | 1.26× | |
| 06 | Mississippi | ~40K | 1.20× | |
| 07 | South Dakota | ~10K | 1.20× | |
| 08 | Arkansas | ~40K | 1.19× | |
| 09 | Montana | ~10K | 1.13× | |
| 10 | Texas | ~400K | 1.12× | |
| 11 | Wisconsin | ~70K | 1.09× | |
| 12 | Utah | ~40K | 1.09× | |
| 13 | Delaware | ~10K | 1.08× | |
| 14 | Nebraska | ~20K | 1.07× | |
| 15 | West Virginia | ~20K | 1.04× | |
| 16 | Hawaii | ~20K | 1.04× | |
| 17 | Maine | ~20K | 1.04× | |
| 18 | New Hampshire | ~20K | 1.03× | |
| 19 | Idaho | ~20K | 1.01× | |
| 20 | Georgia | ~100K | 0.99× | |
| 21 | Michigan | ~100K | 0.99× | |
| 22 | New Mexico | ~20K | 0.98× | |
| 23 | Washington, District of Columbia | ~10K | 0.98× | |
| 24 | South Carolina | ~60K | 0.97× | |
| 25 | Iowa | ~30K | 0.95× | |
| 26 | Indiana | ~70K | 0.94× | |
| 27 | Kentucky | ~50K | 0.94× | |
| 28 | Oklahoma | ~40K | 0.92× | |
| 29 | North Carolina | ~100K | 0.91× | |
| 30 | Nevada | ~40K | 0.91× | |
| 31 | Louisiana | ~50K | 0.90× | |
| 32 | Alabama | ~50K | 0.89× | |
| 33 | Washington | ~70K | 0.88× | |
| 34 | Oregon | ~40K | 0.88× | |
| 35 | Connecticut | ~40K | 0.88× | |
| 36 | Missouri | ~60K | 0.86× | |
| 37 | Virginia | ~80K | 0.85× | |
| 38 | Minnesota | ~50K | 0.85× | |
| 39 | Tennessee | ~70K | 0.84× | |
| 40 | Maryland | ~60K | 0.84× | |
| 41 | Ohio | ~100K | 0.83× | |
| 42 | Arizona | ~70K | 0.83× | |
| 43 | Colorado | ~50K | 0.83× | |
| 44 | Pennsylvania | ~100K | 0.82× | |
| 45 | Illinois | ~100K | 0.79× | |
| 46 | Massachusetts | ~60K | 0.79× | |
| 47 | New Jersey | ~80K | 0.78× | |
| 48 | California | ~300K | 0.76× | |
| 49 | Florida | ~200K | 0.74× | |
| 50 | New York | ~200K | 0.72× |
The strongest cross-interests of the Video game development audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Concept art | Arts & Culture | 16.59× | ||
| 02 | Rosie O'Donnell | Movies & TV | 13.66× | ||
| 03 | RÜFÜS | Music & Radio | 10.15× | ||
| 04 | Collectible card game | Games | 6.80× | ||
| 05 | Graphic novel | Literature | 6.41× | ||
| 06 | Magic: The Gathering | Games | 6.09× | ||
| 07 | The Legend of Zelda | Games | 5.56× | ||
| 08 | Assassin's Creed | Games | 5.50× | ||
| 09 | Action role-playing game | Games | 5.00× | ||
| 10 | Massively multiplayer online games | Games | 4.83× | ||
| 11 | Natural foods | Food & Beverages | 4.65× | ||
| 12 | Digital art | Arts & Culture | 4.17× | ||
| 13 | Strategy games | Games | 3.87× | ||
| 14 | Anime and manga fandom | Literature | 3.77× | ||
| 15 | GameStop | Games | 3.48× | ||
| 16 | Mobile game | Games | 3.43× | ||
| 17 | Neuroscience | Business & Career | 3.13× | ||
| 18 | Bass guitar | Music & Radio | 2.73× | ||
| 19 | Planet Fitness | Sports | 2.33× | ||
| 20 | Video games | Games | 1.69× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 2.49× | |
| Patriotism | CONSERVATISM | 1.88× | |
| Convenience Orientation | PREMIUM | 1.60× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Quality Awareness | PREMIUM | 0.75× | |
| DIY Mentality | THRILL | 0.77× | |
| Luxury Orientation | PREMIUM | 0.79× |
Video game development has an estimated audience of 4,042,478 people in United States, concentrated in Texas and California.
30.9% of Video game development fans are female, 69.1% are male, with an average age of 33.1 years.
Video game development fans show strongest brand affinity for Rosie O'Donnell (13.66×), Collectible card game (6.8×), and Mobile game (3.43×) over the country average.
Video game development fans in United States are most concentrated in Texas (reach ~400K), California (reach ~300K), and Florida (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Video game development itself, the audience over-indexes on Collectible card game (6.8×), Mobile game (3.43×), Concept art (16.59×), and RÜFÜS (10.15×) 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 Video game development. 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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