Rascasse Audience Intelligence

Warcraft Audience in United States

A data profile of the people who buy, follow and care about Warcraft in United States — modelled from more than twelve digital signal sources. Warcraft has an estimated audience of 4,831,038 people in United States.

The average Warcraft fan in United States is 27.4 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include World of Warcraft, Mobile game, Clash Royale, with strongest over-indexing on World of Warcraft (20.28× the country average).

Demographically, the Warcraft audience skews more male with an average age of 27.4, and over-indexes on personality traits such as Patriotism, Early Adopter Mentality.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 50 regions tracked by Rascasse.

The typical Warcraft fan in United States is more male, around 27.4 years old, with strong Patriotism tendencies and a notable affinity for World of Warcraft.

Category: Games · Type: Video / Board Game

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 Warcraft profile in United States.

Audience size
4.8M
in United States
Gender
32.1%
67.9% male
Age
27.4
average years
Country rank
#6909
Video / Board Game in United States
Fig. 01

Search interest · 12-month trend

+23%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Warcraft fans

32.1% are female, 67.9% are male, average age 27.4.

Fig. 02

Gender split

32.1%
Female
67.9%
Male
Demographic split for Warcraft audience in United States
MetricValue
Female32.1%
Male67.9%
Average age27.4
Estimated audience size4,831,038
Fig. 03

Age distribution

Ø 27.4
average years
Age distribution of the Warcraft audience in United States
Age bracketShare%
16-1955%
20-2921%
30-3912%
40-497%
50+4%
Fig. 04

Worldwide distribution

30.0%

of the worldwide Warcraft audience comes from United States.

Worldwide audience distribution share by country for Warcraft
CountryShare
United States30.0%
Germany7.0%
United Kingdom4.3%
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 Warcraft audience in United States is strongest.

Fig. 05

Top regions by affinity

Warcraft fans by region: top regions in United States
#RegionReachAffinity×
01Alaska~20K1.54×
02Nevada~70K1.47×
03Utah~60K1.37×
04Iowa~50K1.31×
05Idaho~30K1.31×
06Arizona~100K1.25×
07Washington~100K1.22×
08Hawaii~20K1.19×
09Oregon~60K1.16×
10Oklahoma~60K1.16×
11California~600K1.12×
12Kansas~40K1.12×
13Texas~500K1.11×
14Arkansas~40K1.11×
15Florida~400K1.07×
16Alabama~70K1.06×
17Montana~10K1.04×
18New Mexico~20K1.03×
19Colorado~80K1.02×
20Maryland~80K1.01×
21Missouri~80K0.99×
22North Dakota~10K0.99×
23Kentucky~60K0.98×
24Tennessee~90K0.97×
25Minnesota~70K0.96×
26Louisiana~60K0.96×
27Georgia~100K0.94×
28North Carolina~100K0.94×
29Virginia~100K0.94×
30Indiana~80K0.94×
31South Dakota~10K0.94×
32Mississippi~40K0.93×
33Michigan~100K0.91×
34West Virginia~20K0.91×
35Nebraska~20K0.90×
36Vermont~8K0.89×
37Ohio~100K0.88×
38Maine~20K0.88×
39South Carolina~60K0.86×
40Illinois~100K0.85×
41Wisconsin~60K0.85×
42New Hampshire~20K0.85×
43New York~200K0.82×
44New Jersey~100K0.82×
45Connecticut~40K0.81×
46Rhode Island~10K0.79×
47Pennsylvania~100K0.78×
48Massachusetts~70K0.75×
49Delaware~10K0.75×
50Washington, District of Columbia~10K0.68×
Fig. 06

Affinity by region

Affinity by region — Warcraft, United States
0.68×1.00×1.54×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Warcraft audience
#·InterestCategoryAffinity×
01HearthstoneGames60.14×
02Clash RoyaleGames41.67×
03Battlefield 4Games40.16×
04Brawl StarsGames38.37×
05SteelSeriesGames24.75×
06World of WarcraftGames20.28×
07Need for SpeedGames18.24×
08Final FantasyGames16.35×
09Diablo (series)Games15.17×
10Massively multiplayer online gamesGames13.01×
11Magic: The GatheringGames11.80×
12Strategy gamesGames11.06×
13Action role-playing gameGames10.37×
14Mobile gameGames9.16×
15Real-time strategyGames8.72×
16Gaming computerTechnology & Electronics7.84×
17Action-adventure gameGames7.45×
18Arcade gameGames6.96×
19GameStopGames5.24×
20SupermanMovies & TV3.21×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Warcraft 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 Warcraft audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM3.90×
Early Adopter MentalityPOWER2.45×
IndividualismJOY1.86×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Warcraft audience · Rather not
TraitClusterDeviationScore
Quality AwarenessPREMIUM0.65×
CreativityOPEN0.73×
DIY MentalityTHRILL0.74×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Warcraft have in United States?

Warcraft has an estimated audience of 4,831,038 people in United States, concentrated in California and Texas.

02

What is the gender split and age of Warcraft fans?

32.1% of Warcraft fans are female, 67.9% are male, with an average age of 27.4 years.

03

Which brands do Warcraft fans like most?

Warcraft fans show strongest brand affinity for World of Warcraft (20.28×), Mobile game (9.16×), and Clash Royale (41.67×) over the country average.

04

Where do Warcraft fans live in United States?

Warcraft fans in United States are most concentrated in California (reach ~600K), Texas (reach ~500K), and Florida (reach ~400K). These three regions account for the largest share of the active audience.

05

What other brands do Warcraft fans also like?

Beyond Warcraft itself, the audience over-indexes on Mobile game (9.16×), Clash Royale (41.67×), Massively multiplayer online games (13.01×), and Hearthstone (60.14×) 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 Warcraft. 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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