Rascasse Audience Intelligence

World of Warcraft Audience in United States

A data profile of the people who buy, follow and care about World of Warcraft in United States — modelled from more than twelve digital signal sources. World of Warcraft has an estimated audience of 13,867,404 people in United States.

The average World of Warcraft fan in United States is 28.5 years old, more male, and lives primarily in California.

The audience is concentrated in California, Texas, Florida.

Top brand affinities include Warcraft, Wowhead, Massively multiplayer online role-playing games, with strongest over-indexing on Warcraft (20.28× the country average).

Demographically, the World of Warcraft audience skews more male with an average age of 28.5, 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 World of Warcraft fan in United States is more male, around 28.5 years old, with strong Patriotism tendencies and a notable affinity for Warcraft.

Category: Games · Type: Video / Board Game · Subtype: Video 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 World of Warcraft profile in United States.

Audience size
13.9M
in United States
Gender
31.5%
68.5% male
Age
28.5
average years
Country rank
#2555
Video / Board Game in United States
Fig. 01

Search interest · 12-month trend

-4%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of World of Warcraft fans

31.5% are female, 68.5% are male, average age 28.5.

Fig. 02

Gender split

31.5%
Female
68.5%
Male
Demographic split for World of Warcraft audience in United States
MetricValue
Female31.5%
Male68.5%
Average age28.5
Estimated audience size13,867,404
Fig. 03

Age distribution

Ø 28.5
average years
Age distribution of the World of Warcraft audience in United States
Age bracketShare%
16-1951%
20-2923%
30-3913%
40-498%
50+5%
Fig. 04

Worldwide distribution

28.3%

of the worldwide World of Warcraft audience comes from United States.

Worldwide audience distribution share by country for World of Warcraft
CountryShare
United States28.3%
Germany9.0%
France7.3%
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 World of Warcraft audience in United States is strongest.

Fig. 05

Top regions by affinity

World of Warcraft fans by region: top regions in United States
#RegionReachAffinity×
01Alaska~50K1.66×
02Washington~400K1.34×
03Oregon~200K1.34×
04Idaho~90K1.33×
05Oklahoma~200K1.27×
06Utah~200K1.24×
07West Virginia~80K1.21×
08Montana~50K1.20×
09Kentucky~200K1.18×
10Kansas~100K1.17×
11Arkansas~100K1.14×
12New Hampshire~60K1.14×
13Wyoming~20K1.14×
14Maine~60K1.12×
15North Dakota~30K1.12×
16Arizona~300K1.11×
17Missouri~200K1.11×
18Colorado~200K1.09×
19Indiana~300K1.08×
20Iowa~100K1.08×
21Nevada~100K1.06×
22Michigan~400K1.05×
23Tennessee~300K1.03×
24South Dakota~30K1.03×
25Ohio~400K1.01×
26Minnesota~200K0.99×
27Wisconsin~200K0.94×
28Alabama~200K0.92×
29Nebraska~60K0.92×
30California~1.5M0.91×
31Florida~900K0.91×
32North Carolina~400K0.90×
33Rhode Island~40K0.89×
34Texas~1M0.88×
35Virginia~300K0.88×
36South Carolina~200K0.86×
37New Mexico~60K0.86×
38Hawaii~50K0.85×
39Massachusetts~200K0.83×
40Louisiana~100K0.83×
41Pennsylvania~400K0.82×
42Georgia~300K0.81×
43Illinois~400K0.80×
44Delaware~30K0.79×
45Connecticut~100K0.78×
46Mississippi~90K0.78×
47Maryland~200K0.75×
48New York~600K0.71×
49New Jersey~200K0.70×
50Washington, District of Columbia~20K0.56×
Fig. 06

Affinity by region

Affinity by region — World of Warcraft, United States
0.56×1.00×1.66×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for World of Warcraft audience
#·InterestCategoryAffinity×
01Guild WarsGames33.29×
02Dark Souls IIGames32.34×
03WowheadGames24.61×
04WarcraftGames20.28×
05Battlefield 4Games18.71×
06Star CitizenNews16.24×
07Baldur's Gate 3Games9.27×
08The WitcherGames7.20×
09Magic: The GatheringGames6.23×
10Massively multiplayer online role-playing gamesGames6.12×
11Collectible card gameGames5.05×
12Massively multiplayer online gamesGames4.96×
13Action role-playing gameGames4.53×
14A Knight of the Seven KingdomsMovies & TV3.05×
15Mobile gameGames2.64×
16ElectronicsTechnology & Electronics2.24×
17Video gamesGames1.90×
18ComputersTechnology & Electronics1.67×
19SupermanMovies & TV1.63×
20MoviesMovies & TV1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the World of 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 World of Warcraft audience · What stands out
TraitClusterDeviationScore
PatriotismCONSERVATISM1.45×
Early Adopter MentalityPOWER1.27×
Social Media UsageJOY1.25×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by World of Warcraft audience · Rather not
TraitClusterDeviationScore
SustainabilityBALANCE0.72×
Luxury OrientationPREMIUM0.75×
Design AffinityPREMIUM0.77×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does World of Warcraft have in United States?

World of Warcraft has an estimated audience of 13,867,404 people in United States, concentrated in California and Texas.

02

What is the gender split and age of World of Warcraft fans?

31.5% of World of Warcraft fans are female, 68.5% are male, with an average age of 28.5 years.

03

Which brands do World of Warcraft fans like most?

World of Warcraft fans show strongest brand affinity for Warcraft (20.28×), Wowhead (24.61×), and Massively multiplayer online role-playing games (6.12×) over the country average.

04

Where do World of Warcraft fans live in United States?

World of Warcraft fans in United States are most concentrated in California (reach ~1.5M), Texas (reach ~1M), and Florida (reach ~900K). These three regions account for the largest share of the active audience.

05

What other brands do World of Warcraft fans also like?

Beyond World of Warcraft itself, the audience over-indexes on Wowhead (24.61×), Massively multiplayer online role-playing games (6.12×), Guild Wars (33.29×), and Dark Souls II (32.34×) 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 World of 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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