A data profile of the people who buy, follow and care about Video games in United States — modelled from more than twelve digital signal sources. Video games has an estimated audience of 106,768,341 people in United States.
The average Video games fan in United States is 38.9 years old, balanced, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Pokémon (video game series), Tabletop role-playing game, Harmonica, with strongest over-indexing on Pokémon (video game series) (4.17× the country average).
Demographically, the Video games audience skews balanced with an average age of 38.9, and over-indexes on personality traits such as Early Adopter Mentality, Quality Awareness.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Video games fan in United States is balanced, around 38.9 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Pokémon (video game series).
The key figures that characterise the Video games profile in United States.
46.8% are female, 53.2% are male, average age 38.9.
| Metric | Value |
|---|---|
| Female | 46.8% |
| Male | 53.2% |
| Average age | 38.9 |
| Estimated audience size | 106,768,341 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 19% | |
| 30-39 | 18% | |
| 40-49 | 19% | |
| 50+ | 21% |
Where the Video games audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Utah | ~1M | 1.18× | |
| 02 | Washington | ~2.5M | 1.17× | |
| 03 | Oregon | ~1.5M | 1.16× | |
| 04 | Kansas | ~1M | 1.16× | |
| 05 | Idaho | ~600K | 1.15× | |
| 06 | North Carolina | ~3.5M | 1.13× | |
| 07 | Kentucky | ~1.5M | 1.13× | |
| 08 | Oklahoma | ~1.5M | 1.13× | |
| 09 | Indiana | ~2M | 1.11× | |
| 10 | Nebraska | ~600K | 1.10× | |
| 11 | Texas | ~10M | 1.09× | |
| 12 | Arkansas | ~1M | 1.09× | |
| 13 | California | ~13M | 1.08× | |
| 14 | Connecticut | ~1M | 1.08× | |
| 15 | Illinois | ~4M | 1.07× | |
| 16 | Virginia | ~3M | 1.07× | |
| 17 | Missouri | ~2M | 1.07× | |
| 18 | Pennsylvania | ~4M | 1.06× | |
| 19 | Michigan | ~3M | 1.05× | |
| 20 | Ohio | ~3.5M | 1.04× | |
| 21 | Iowa | ~900K | 1.04× | |
| 22 | Wisconsin | ~1.5M | 1.03× | |
| 23 | South Carolina | ~1.5M | 1.03× | |
| 24 | New Jersey | ~2.5M | 1.01× | |
| 25 | North Dakota | ~200K | 1.01× | |
| 26 | Georgia | ~3.5M | 1.00× | |
| 27 | Minnesota | ~1.5M | 1.00× | |
| 28 | Nevada | ~1M | 1.00× | |
| 29 | Mississippi | ~900K | 1.00× | |
| 30 | Arizona | ~2M | 0.98× | |
| 31 | West Virginia | ~500K | 0.98× | |
| 32 | New York | ~6M | 0.97× | |
| 33 | Massachusetts | ~2M | 0.97× | |
| 34 | Maryland | ~2M | 0.97× | |
| 35 | Colorado | ~1.5M | 0.96× | |
| 36 | Tennessee | ~2M | 0.94× | |
| 37 | New Mexico | ~500K | 0.94× | |
| 38 | Florida | ~6.5M | 0.92× | |
| 39 | South Dakota | ~200K | 0.92× | |
| 40 | New Hampshire | ~400K | 0.91× | |
| 41 | Alaska | ~200K | 0.91× | |
| 42 | Alabama | ~1.5M | 0.90× | |
| 43 | Rhode Island | ~300K | 0.90× | |
| 44 | Delaware | ~300K | 0.90× | |
| 45 | Maine | ~300K | 0.89× | |
| 46 | Louisiana | ~1M | 0.88× | |
| 47 | Montana | ~300K | 0.87× | |
| 48 | Vermont | ~200K | 0.87× | |
| 49 | Hawaii | ~400K | 0.84× | |
| 50 | Washington, District of Columbia | ~200K | 0.68× |
The strongest cross-interests of the Video games audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Fairy Tail | Literature | 4.88× | ||
| 02 | Webtoon | Internet & Social Media | 4.69× | ||
| 03 | Tabletop role-playing game | Games | 4.33× | ||
| 04 | Mangaka | Literature | 4.28× | ||
| 05 | Pokémon (video game series) | Games | 4.17× | ||
| 06 | Final Fantasy VII | Games | 4.13× | ||
| 07 | Digital painting | Arts & Culture | 4.07× | ||
| 08 | Harmonica | Music & Radio | 3.67× | ||
| 09 | Miniature wargaming | Games | 3.61× | ||
| 10 | Funimation | Movies & TV | 3.29× | ||
| 11 | Final Fantasy | Games | 3.19× | ||
| 12 | Gothic fashion | Fashion & Accessoires | 2.90× | ||
| 13 | Shōnen manga | Literature | 2.71× | ||
| 14 | MLB.com | Sports | 2.50× | ||
| 15 | Tabletop game | Games | 2.11× | ||
| 16 | Anime convention | Literature | 2.04× | ||
| 17 | Sabrina Carpenter | Music & Radio | 1.93× | ||
| 18 | Anime and manga fandom | Literature | 1.89× | ||
| 19 | YouTube Music | Internet & Social Media | 1.64× | ||
| 20 | Role-playing games | Games | 1.55× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 0.92× | |
| Quality Awareness | PREMIUM | 0.88× | |
| Luxury Orientation | PREMIUM | 0.86× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Travelling | THRILL | 0.65× | |
| Need for Security | CONSERVATISM | 0.67× | |
| Spirituality | BALANCE | 0.69× |
Video games has an estimated audience of 106,768,341 people in United States, concentrated in California and Texas.
46.8% of Video games fans are female, 53.2% are male, with an average age of 38.9 years.
Video games fans show strongest brand affinity for Pokémon (video game series) (4.17×), Tabletop role-playing game (4.33×), and Harmonica (3.67×) over the country average.
Video games fans in United States are most concentrated in California (reach ~13M), Texas (reach ~10M), and Florida (reach ~6.5M). These three regions account for the largest share of the active audience.
Beyond Video games itself, the audience over-indexes on Tabletop role-playing game (4.33×), Harmonica (3.67×), Fairy Tail (4.88×), and Anime convention (2.04×) 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 games. 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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