Rascasse Audience Intelligence

Virtual world Audience in United States

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.

Category: Technology & Electronics · Type: Topic · Subtype: Tech trend

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the Virtual world profile in United States.

Audience size
3.4M
in United States
Gender
44.9%
55.1% male
Age
37.2
average years
Country rank
#9313
Topic in United States
Fig. 01

Search interest · 12-month trend

-36%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Virtual world fans

44.9% are female, 55.1% are male, average age 37.2.

Fig. 02

Gender split

44.9%
Female
55.1%
Male
Demographic split for Virtual world audience in United States
MetricValue
Female44.9%
Male55.1%
Average age37.2
Estimated audience size3,376,058
Fig. 03

Age distribution

Ø 37.2
average years
Age distribution of the Virtual world audience in United States
Age bracketShare%
16-1931%
20-2915%
30-3914%
40-4917%
50+22%
Fig. 04

Worldwide distribution

41.6%

of the worldwide Virtual world audience comes from United States.

Worldwide audience distribution share by country for Virtual world
CountryShare
United States41.6%
Japan6.4%
India5.1%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the United States average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Virtual world audience in United States is strongest.

Fig. 05

Top regions by affinity

Virtual world fans by region: top regions in United States
#RegionReachAffinity×
01Mississippi~40K1.61×
02Alaska~8K1.14×
03Vermont~7K1.12×
04Georgia~100K1.11×
05Oregon~40K1.11×
06North Dakota~8K1.11×
07Kansas~30K1.09×
08South Dakota~8K1.09×
09New York~200K1.05×
10Montana~10K1.04×
11Delaware~10K1.03×
12West Virginia~20K1.02×
13Maine~10K1.01×
14Kentucky~40K1.00×
15Oklahoma~40K1.00×
16Rhode Island~10K1.00×
17Illinois~100K0.99×
18Iowa~30K0.99×
19Hawaii~10K0.99×
20New Hampshire~10K0.99×
21Missouri~50K0.98×
22Washington~70K0.97×
23Alabama~50K0.97×
24Idaho~20K0.97×
25Washington, District of Columbia~10K0.97×
26North Carolina~100K0.96×
27Tennessee~60K0.96×
28Louisiana~40K0.96×
29Nebraska~20K0.96×
30Maryland~60K0.95×
31New Mexico~20K0.95×
32Indiana~60K0.94×
33South Carolina~50K0.94×
34Arkansas~30K0.94×
35California~300K0.92×
36Nevada~30K0.92×
37Pennsylvania~100K0.91×
38Virginia~70K0.91×
39Massachusetts~60K0.91×
40Connecticut~30K0.90×
41Michigan~80K0.89×
42Arizona~60K0.88×
43Florida~200K0.87×
44Utah~30K0.87×
45Texas~200K0.86×
46Ohio~90K0.86×
47Colorado~50K0.86×
48Minnesota~40K0.86×
49Wisconsin~40K0.85×
50New Jersey~70K0.82×
Fig. 06

Affinity by region

Affinity by region — Virtual world, United States
0.82×1.00×1.61×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Virtual world audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Virtual world audience
#·InterestCategoryAffinity×
01Nick OffermanMovies & TV10.43×
02Alvin and the ChipmunksMusic & Radio9.62×
03Brittany SnowMovies & TV7.92×
04Augmented realityTechnology & Electronics5.94×
05Christina ApplegateMovies & TV5.88×
06NvidiaTechnology & Electronics5.67×
07Virtual realityTechnology & Electronics4.60×
08Massively multiplayer online gamesGames3.80×
09Strategy gamesGames3.62×
10Sustainable energyHome & Garden3.46×
11Puzzle video gamesGames3.08×
12FedExBusiness & Career3.06×
13Renewable energyBusiness & Career2.92×
14Mobile gameGames2.63×
15SubwayFood & Beverages2.58×
16Pizza HutFood & Beverages2.39×
17McDonald'sFood & Beverages2.27×
18Mortgage loansBusiness & Career2.18×
19Android (operating system)Technology & Electronics1.97×
20PinterestInternet & Social Media1.87×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Virtual world audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Virtual world audience · What stands out
TraitClusterDeviationScore
Convenience OrientationPREMIUM2.07×
Need for SecurityCONSERVATISM1.55×
Urban LifestyleOPEN1.40×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Virtual world audience · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.69×
Healthy LifestyleBALANCE0.78×
CreativityOPEN0.79×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Virtual world have in United States?

Virtual world has an estimated audience of 3,376,058 people in United States, concentrated in California and Texas.

02

What is the gender split and age of Virtual world fans?

44.9% of Virtual world fans are female, 55.1% are male, with an average age of 37.2 years.

03

Which brands do Virtual world fans like most?

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.

04

Where do Virtual world fans live in United States?

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.

05

What other brands do Virtual world fans also like?

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.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

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.

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.

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