Rascasse Audience Intelligence

Candy Crush Saga Audience in United States

Candy Crush Saga has an estimated audience of 7.3M people in United States.

#3among Puzzle game in United States
#26among games in United States
#101in Games

The average Candy Crush Saga fan in United States is 36.9 years old, more female, and lives primarily in California.

By number of fans, Candy Crush Saga ranks #3 among the 432 objects in Puzzle game in United States — 19.4× the group median.

Its fans are 1.2 years older than the group average of 35.7.

Compared with the other 431 objects in Puzzle game, Candy Crush Saga fans stand out for their interest in Dumb Ways to Die, AddictingGames and Wii.

Most fans live in California, Florida, New York.

Top affinities include Dumb Ways to Die, AddictingGames, Wii, with strongest over-indexing on Dumb Ways to Die (38.64× the country average).

Demographically, the Candy Crush Saga audience skews more female with an average age of 36.9, and over-indexes on personality traits such as Price Sensitivity, Mindfulness.

The typical Candy Crush Saga fan in United States is more female, around 36.9 years old, with strong Price Sensitivity tendencies and a notable affinity for Dumb Ways to Die.

Category: Games · Type: Video / Board Game · Subtype: Puzzle game

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
7.3M
in United States
Gender
56.0%♀
44.0% male
Age
36.9
average years
Country rank
#4876
among all objects in United States
Fig. 01

Search interest · 12-month trend

-8%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of Candy Crush Saga fans

56.0% are female, 44.0% are male, average age 36.9.

Fig. 02

Gender split

56.0%
Female
44.0%
Male
Demographic split for Candy Crush Saga audience in United States
MetricValue
Female56.0%
Male44.0%
Average age36.9
Estimated audience size7.3M
Fig. 03

Age distribution

Ø 36.9
average years
Age distribution of the Candy Crush Saga audience in United States
Age bracketShare%
16-2431%
25-3418%
35-4416%
45-5418%
55+17%
Fig. 04

Worldwide distribution

24.9%

of the worldwide Candy Crush Saga audience comes from United States.

Worldwide audience distribution share by country for Candy Crush Saga
CountryShare
United States24.9%
United Kingdom8.1%
France6.2%
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

Fig. 05

Top regions by affinity

Candy Crush Saga fans by region: top regions in United States
#RegionReachAffinity×
01North Dakota~30K1.81×
02South Carolina~200K1.78×
03Hawaii~60K1.78×
04Maine~50K1.68×
05Mississippi~100K1.61×
06New Hampshire~40K1.41×
07South Dakota~30K1.41×
08Delaware~30K1.35×
09Kentucky~100K1.31×
10Wisconsin~200K1.30×
11Rhode Island~30K1.26×
12Ohio~300K1.25×
13Michigan~300K1.24×
14Iowa~80K1.20×
15New Mexico~60K1.20×
16Alabama~100K1.19×
17Kansas~80K1.18×
18Maryland~100K1.11×
19Louisiana~100K1.11×
20Florida~500K1.08×
21Pennsylvania~300K1.07×
22Missouri~100K1.07×
23Connecticut~80K1.07×
24West Virginia~40K1.03×
25North Carolina~200K1.01×
26Massachusetts~200K0.99×
27New York~400K0.97×
28Georgia~200K0.95×
29New Jersey~200K0.93×
30Tennessee~100K0.93×
31Virginia~200K0.90×
32Illinois~200K0.89×
33Arkansas~60K0.89×
34Montana~20K0.89×
35Arizona~100K0.83×
36Indiana~100K0.82×
37Nebraska~30K0.82×
38Oklahoma~70K0.79×
39Alaska~10K0.77×
40Oregon~70K0.76×
41Wyoming~9K0.75×
42Vermont~10K0.74×
43Minnesota~90K0.70×
44Texas~300K0.69×
45Idaho~30K0.66×
46Nevada~50K0.65×
47Washington~100K0.64×
48California~500K0.60×
49Utah~30K0.44×
50Colorado~50K0.43×
Fig. 06

Affinity by region

Affinity by region — Candy Crush Saga, United States
0.43×1.00×1.81×
Section 04
Brands and objects ranked by affinity with this audience. Values above 1.0× mean over-representation compared with the country average.

Audience interests & affinities

Fig. 07

Top cross-interests, ranked by affinity

Affinities of the Candy Crush Saga audience vs. the country average
#·InterestCategoryAffinity×
01Dumb Ways to DieCars & Mobility38.64×
02AddictingGamesGames21.16×
03WiiGames15.37×
04Hay DayGames14.01×
05Clash of ClansGames13.73×
06Happy FarmGames13.45×
07Boom BeachGames13.31×
08City-building gameGames13.30×
09SimCityGames12.28×
10FishdomGames11.83×
11Angry BirdsGames10.99×
12Life simulation gameGames10.96×
13Raspberry PiTechnology & Electronics10.24×
14quoraInternet & Social Media10.22×
15Tile-matching video gameGames8.00×
16The SimsGames7.49×
17Kings (U.S. TV series)Movies & TV5.69×
18GmailInternet & Social Media3.12×
19T-MobileTechnology & Electronics2.70×
20Puzzle video gamesGames2.58×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Candy Crush Saga audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Candy Crush Saga audience vs. the country average · What stands out
TraitClusterDeviationScore
Price SensitivityPREMIUM1.02×
MindfulnessBALANCE1.01×
Social Media UsageJOY1.00×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Candy Crush Saga audience vs. the country average · Rather not
TraitClusterDeviationScore
Quality AwarenessPREMIUM0.68×
Luxury OrientationPREMIUM0.72×
Design AffinityPREMIUM0.78×
0×1.00× baseline2×
Appendix

Explore more audiences

Source & method

Source
Rascasse Solution, own modelling
What “fans” means here
Estimated number of people in United States with measurable interest in Candy Crush Saga over the last 12 months. Modelled, not counted; people interested in several video / board games count for each of them.
Data basis
Anonymised behavioural signals: search demand, social media signals, sponsorship and event data. Not a survey.
Period
10/2025 – 09/2026 · updated quarterly · data status Q3/2026
Confidence
high gender and age data available and an audience of at least 100,000 people

Cite as: “Rascasse Solution, Q3/2026, rascasse.com/explore/us/candy-crush-saga-20750” · Methodology