A data profile of the people who buy, follow and care about Virtual world in United States — modelled from more than twelve digital signal sources. Virtual world has an estimated audience of 3,376,058 people in United States.
The average Virtual world fan in United States is 37.2 years old, more male, and lives primarily in California.
The audience is concentrated in California, Texas, New York.
Top brand affinities include Brittany Snow, Alvin and the Chipmunks, Virtual reality, with strongest over-indexing on Brittany Snow (7.92× the country average).
Demographically, the Virtual world audience skews more male with an average age of 37.2, and over-indexes on personality traits such as Convenience Orientation, 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 world fan in United States is more male, around 37.2 years old, with strong Convenience Orientation tendencies and a notable affinity for Brittany Snow.
The key figures that characterise the Virtual world profile in United States.
44.9% are female, 55.1% are male, average age 37.2.
| Metric | Value |
|---|---|
| Female | 44.9% |
| Male | 55.1% |
| Average age | 37.2 |
| Estimated audience size | 3,376,058 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 31% | |
| 20-29 | 15% | |
| 30-39 | 14% | |
| 40-49 | 17% | |
| 50+ | 22% |
Where the Virtual world audience in United States is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Mississippi | ~40K | 1.61× | |
| 02 | Alaska | ~8K | 1.14× | |
| 03 | Vermont | ~7K | 1.12× | |
| 04 | Georgia | ~100K | 1.11× | |
| 05 | Oregon | ~40K | 1.11× | |
| 06 | North Dakota | ~8K | 1.11× | |
| 07 | Kansas | ~30K | 1.09× | |
| 08 | South Dakota | ~8K | 1.09× | |
| 09 | New York | ~200K | 1.05× | |
| 10 | Montana | ~10K | 1.04× | |
| 11 | Delaware | ~10K | 1.03× | |
| 12 | West Virginia | ~20K | 1.02× | |
| 13 | Maine | ~10K | 1.01× | |
| 14 | Kentucky | ~40K | 1.00× | |
| 15 | Oklahoma | ~40K | 1.00× | |
| 16 | Rhode Island | ~10K | 1.00× | |
| 17 | Illinois | ~100K | 0.99× | |
| 18 | Iowa | ~30K | 0.99× | |
| 19 | Hawaii | ~10K | 0.99× | |
| 20 | New Hampshire | ~10K | 0.99× | |
| 21 | Missouri | ~50K | 0.98× | |
| 22 | Washington | ~70K | 0.97× | |
| 23 | Alabama | ~50K | 0.97× | |
| 24 | Idaho | ~20K | 0.97× | |
| 25 | Washington, District of Columbia | ~10K | 0.97× | |
| 26 | North Carolina | ~100K | 0.96× | |
| 27 | Tennessee | ~60K | 0.96× | |
| 28 | Louisiana | ~40K | 0.96× | |
| 29 | Nebraska | ~20K | 0.96× | |
| 30 | Maryland | ~60K | 0.95× | |
| 31 | New Mexico | ~20K | 0.95× | |
| 32 | Indiana | ~60K | 0.94× | |
| 33 | South Carolina | ~50K | 0.94× | |
| 34 | Arkansas | ~30K | 0.94× | |
| 35 | California | ~300K | 0.92× | |
| 36 | Nevada | ~30K | 0.92× | |
| 37 | Pennsylvania | ~100K | 0.91× | |
| 38 | Virginia | ~70K | 0.91× | |
| 39 | Massachusetts | ~60K | 0.91× | |
| 40 | Connecticut | ~30K | 0.90× | |
| 41 | Michigan | ~80K | 0.89× | |
| 42 | Arizona | ~60K | 0.88× | |
| 43 | Florida | ~200K | 0.87× | |
| 44 | Utah | ~30K | 0.87× | |
| 45 | Texas | ~200K | 0.86× | |
| 46 | Ohio | ~90K | 0.86× | |
| 47 | Colorado | ~50K | 0.86× | |
| 48 | Minnesota | ~40K | 0.86× | |
| 49 | Wisconsin | ~40K | 0.85× | |
| 50 | New Jersey | ~70K | 0.82× |
The strongest cross-interests of the Virtual world audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Nick Offerman | Movies & TV | 10.43× | ||
| 02 | Alvin and the Chipmunks | Music & Radio | 9.62× | ||
| 03 | Brittany Snow | Movies & TV | 7.92× | ||
| 04 | Augmented reality | Technology & Electronics | 5.94× | ||
| 05 | Christina Applegate | Movies & TV | 5.88× | ||
| 06 | Nvidia | Technology & Electronics | 5.67× | ||
| 07 | Virtual reality | Technology & Electronics | 4.60× | ||
| 08 | Massively multiplayer online games | Games | 3.80× | ||
| 09 | Strategy games | Games | 3.62× | ||
| 10 | Sustainable energy | Home & Garden | 3.46× | ||
| 11 | Puzzle video games | Games | 3.08× | ||
| 12 | FedEx | Business & Career | 3.06× | ||
| 13 | Renewable energy | Business & Career | 2.92× | ||
| 14 | Mobile game | Games | 2.63× | ||
| 15 | Subway | Food & Beverages | 2.58× | ||
| 16 | Pizza Hut | Food & Beverages | 2.39× | ||
| 17 | McDonald's | Food & Beverages | 2.27× | ||
| 18 | Mortgage loans | Business & Career | 2.18× | ||
| 19 | Android (operating system) | Technology & Electronics | 1.97× | ||
| 20 | Internet & Social Media | 1.87× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 2.07× | |
| Need for Security | CONSERVATISM | 1.55× | |
| Urban Lifestyle | OPEN | 1.40× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| DIY Mentality | THRILL | 0.69× | |
| Healthy Lifestyle | BALANCE | 0.78× | |
| Creativity | OPEN | 0.79× |
Virtual world has an estimated audience of 3,376,058 people in United States, concentrated in California and Texas.
44.9% of Virtual world fans are female, 55.1% are male, with an average age of 37.2 years.
Virtual world fans show strongest brand affinity for Brittany Snow (7.92×), Alvin and the Chipmunks (9.62×), and Virtual reality (4.6×) over the country average.
Virtual world fans in United States are most concentrated in California (reach ~300K), Texas (reach ~200K), and New York (reach ~200K). These three regions account for the largest share of the active audience.
Beyond Virtual world itself, the audience over-indexes on Alvin and the Chipmunks (9.62×), Virtual reality (4.6×), Subway (2.58×), and Nick Offerman (10.43×) 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 world. 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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