A data profile of the people who buy, follow and care about Virtual reality in United States — modelled from more than twelve digital signal sources. Virtual reality has an estimated audience of 20,469,503 people in United States.
The average Virtual reality fan in United States is 33.4 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, Florida.
Top brand affinities include Godzilla, Food and drink, Televisions, with strongest over-indexing on Godzilla (4.08× the country average).
Demographically, the Virtual reality audience skews more male with an average age of 33.4, and over-indexes on personality traits such as Patriotism, Need for Security.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.
The typical Virtual reality fan in United States is more male, around 33.4 years old, with strong Patriotism tendencies and a notable affinity for Godzilla.
The key figures that characterise the Virtual reality profile in United States.
40.9% are female, 59.1% are male, average age 33.4.
| Metric | Value |
|---|---|
| Female | 40.9% |
| Male | 59.1% |
| Average age | 33.4 |
| Estimated audience size | 20,469,503 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 37% | |
| 20-29 | 21% | |
| 30-39 | 16% | |
| 40-49 | 13% | |
| 50+ | 13% |
Where the Virtual reality audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Kansas | ~300K | 2.04× | |
| 02 | New Jersey | ~900K | 1.79× | |
| 03 | Texas | ~3M | 1.62× | |
| 04 | Florida | ~2M | 1.43× | |
| 05 | California | ~3M | 1.38× | |
| 06 | Arizona | ~600K | 1.37× | |
| 07 | Illinois | ~900K | 1.31× | |
| 08 | Ohio | ~800K | 1.30× | |
| 09 | Maryland | ~400K | 1.26× | |
| 10 | Georgia | ~800K | 1.25× | |
| 11 | Connecticut | ~200K | 1.19× | |
| 12 | Indiana | ~400K | 1.16× | |
| 13 | Oklahoma | ~300K | 1.16× | |
| 14 | New York | ~1.5M | 1.12× | |
| 15 | Missouri | ~400K | 1.11× | |
| 16 | South Carolina | ~300K | 1.09× | |
| 17 | Nevada | ~200K | 1.07× | |
| 18 | Louisiana | ~300K | 1.06× | |
| 19 | Kentucky | ~300K | 1.06× | |
| 20 | Alabama | ~300K | 1.05× | |
| 21 | Michigan | ~500K | 1.01× | |
| 22 | Arkansas | ~200K | 0.99× | |
| 23 | Washington, District of Columbia | ~60K | 0.99× | |
| 24 | Minnesota | ~300K | 0.98× | |
| 25 | Utah | ~200K | 0.98× | |
| 26 | New Mexico | ~100K | 0.98× | |
| 27 | Washington | ~400K | 0.97× | |
| 28 | Delaware | ~50K | 0.97× | |
| 29 | Virginia | ~500K | 0.96× | |
| 30 | Mississippi | ~200K | 0.95× | |
| 31 | Pennsylvania | ~600K | 0.94× | |
| 32 | North Carolina | ~600K | 0.93× | |
| 33 | Idaho | ~90K | 0.92× | |
| 34 | Colorado | ~300K | 0.91× | |
| 35 | Tennessee | ~400K | 0.90× | |
| 36 | Nebraska | ~90K | 0.89× | |
| 37 | Wisconsin | ~300K | 0.88× | |
| 38 | Oregon | ~200K | 0.87× | |
| 39 | Montana | ~50K | 0.87× | |
| 40 | Alaska | ~40K | 0.87× | |
| 41 | Rhode Island | ~60K | 0.86× | |
| 42 | West Virginia | ~80K | 0.84× | |
| 43 | Hawaii | ~70K | 0.84× | |
| 44 | South Dakota | ~40K | 0.83× | |
| 45 | Iowa | ~100K | 0.82× | |
| 46 | Massachusetts | ~300K | 0.81× | |
| 47 | Vermont | ~30K | 0.81× | |
| 48 | North Dakota | ~30K | 0.80× | |
| 49 | New Hampshire | ~60K | 0.78× | |
| 50 | Maine | ~60K | 0.76× |
The strongest cross-interests of the Virtual reality audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Gaming | Games | 5.49× | ||
| 02 | Godzilla | Movies & TV | 4.08× | ||
| 03 | Creative Commons | Technology & Electronics | 3.82× | ||
| 04 | Casey | Music & Radio | 3.34× | ||
| 05 | Computer network | Technology & Electronics | 2.97× | ||
| 06 | Google Drive | Technology & Electronics | 2.61× | ||
| 07 | Android (operating system) | Technology & Electronics | 2.34× | ||
| 08 | Philosophy | Business & Career | 2.20× | ||
| 09 | Humour | Literature | 2.17× | ||
| 10 | Televisions | Technology & Electronics | 2.12× | ||
| 11 | Mobile phones | Technology & Electronics | 1.98× | ||
| 12 | Cuisine | Food & Beverages | 1.91× | ||
| 13 | Video games | Games | 1.90× | ||
| 14 | Nature | Home & Garden | 1.81× | ||
| 15 | United States | Travel & Leisure | 1.78× | ||
| 16 | Food and drink | Food & Beverages | 1.70× | ||
| 17 | Computers | Technology & Electronics | 1.67× | ||
| 18 | Business | Business & Career | 1.53× | ||
| 19 | Outdoor recreation | Sports | 1.52× | ||
| 20 | Movies | Movies & TV | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Patriotism | CONSERVATISM | 2.29× | |
| Need for Security | CONSERVATISM | 1.91× | |
| Career Orientation | POWER | 1.51× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.88× | |
| Sports Activity | POWER | 0.97× | |
| Sustainability | BALANCE | 0.99× |
Virtual reality has an estimated audience of 20,469,503 people in United States, concentrated in California and Texas.
40.9% of Virtual reality fans are female, 59.1% are male, with an average age of 33.4 years.
Virtual reality fans show strongest brand affinity for Godzilla (4.08×), Food and drink (1.7×), and Televisions (2.12×) over the country average.
Virtual reality fans in United States are most concentrated in California (reach ~3M), Texas (reach ~3M), and Florida (reach ~2M). These three regions account for the largest share of the active audience.
Beyond Virtual reality itself, the audience over-indexes on Food and drink (1.7×), Televisions (2.12×), Android (operating system) (2.34×), and Humour (2.17×) 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 Virtual reality. 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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