Rascasse Audience Intelligence

E-Sports World Cup Fan Demographics in United States

E-Sports World Cup has an estimated audience of 33K people in United States.

#39among E-sports in United States
#1920among events in United States#13085in Sports

The average E-Sports World Cup fan in United States is 30.9 years old, more male, and lives primarily in California.

By number of fans, E-Sports World Cup ranks #39 among the 87 objects in E-sports in United States — 1.4× the group median.

Women make up 29.1% of the fan base, 1.7 percentage points fewer than the group average.

Compared with the other 86 objects in E-sports, E-Sports World Cup fans stand out for their interest in Electronic sports, Legends (comics) and Warcraft.

Interest is seasonal: June, July and August account for 76% of the year's searches, January is the quietest month.

Most fans live in California, Texas, New York.

Top affinities include Micro Center, Electronic sports, Legends (comics), with strongest over-indexing on Micro Center (10× the country average).

Demographically, the E-Sports World Cup audience skews more male with an average age of 30.9, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.

The typical E-Sports World Cup fan in United States is more male, around 30.9 years old, with strong Social Media Usage tendencies and a notable affinity for Micro Center.

Category: Sports · Type: Event · Subtype: E-sports

Data status: Q3/2026 · Source & method

Section 01

At a glance

Audience size
33K
in United States
Gender
29.1%♀
70.9% male
Age
30.9
average years
Country rank
#117513
among all objects in United States
Fig. 01

Search interest · 12-month trend

-98%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of E-Sports World Cup fans

29.1% are female, 70.9% are male, average age 30.9.

Fig. 02

Gender split

29.1%
Female
70.9%
Male
Demographic split for E-Sports World Cup audience in United States
MetricValue
Female29.1%
Male70.9%
Average age30.9
Estimated audience size33K
Fig. 03

Age distribution

Ø 30.9
average years
Age distribution of the E-Sports World Cup audience in United States
Age bracketShare%
16-2445%
25-3423%
35-4414%
45-5410%
55+8%
Fig. 04

Worldwide distribution

15.9%

of the worldwide E-Sports World Cup audience comes from United States.

Worldwide audience distribution share by country for E-Sports World Cup
CountryShare
United States15.9%
France12.6%
India12.0%
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

E-Sports World Cup fans by region: top regions in United States
#RegionReachAffinity×
01California~6K1.45×
02Washington~1K1.35×
03New York~2K1.20×
04Texas~3K1.18×
05New Jersey~1K1.15×
06Illinois~1K1.14×
07Massachusetts<1K1.14×
08Nevada<1K1.13×
09Washington, District of Columbia<1K1.13×
10Colorado<1K1.10×
11Virginia<1K1.09×
12Hawaii<1K1.08×
13Georgia~1K1.07×
14Minnesota<1K1.06×
15Connecticut<1K1.06×
16Wisconsin<1K1.05×
17North Dakota<1K1.04×
18Alaska<1K1.03×
19Utah<1K1.02×
20South Dakota<1K1.02×
21Arizona<1K1.01×
22Oregon<1K1.00×
23Maine<1K1.00×
24Kansas<1K0.99×
25Vermont<1K0.99×
26Maryland<1K0.98×
27Oklahoma<1K0.98×
28Idaho<1K0.98×
29Nebraska<1K0.97×
30West Virginia<1K0.97×
31Rhode Island<1K0.97×
32Delaware<1K0.97×
33New Mexico<1K0.96×
34Pennsylvania~1K0.95×
35Missouri<1K0.95×
36New Hampshire<1K0.95×
37Montana<1K0.95×
38North Carolina~1K0.94×
39Iowa<1K0.94×
40Indiana<1K0.93×
41Arkansas<1K0.92×
42Michigan<1K0.91×
43Ohio~1K0.90×
44South Carolina<1K0.90×
45Kentucky<1K0.90×
46Mississippi<1K0.87×
47Florida~2K0.86×
48Tennessee<1K0.86×
49Louisiana<1K0.85×
50Alabama<1K0.84×
Fig. 06

Affinity by region

Affinity by region — E-Sports World Cup, United States
0.84×1.00×1.45×
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 E-Sports World Cup audience vs. the country average
#·InterestCategoryAffinity×
01Micro CenterShopping10.00×
02Electronic sportsSports8.93×
03Legends (comics)Literature7.51×
04WarcraftGames7.46×
05League of LegendsGames6.68×
06Counter-Strike: Global OffensiveGames6.37×
07Epic GamesGames5.62×
08NvidiaTechnology & Electronics5.33×
09FIFA (video game series)Games5.25×
10PC gameGames4.71×
11TwitchGames4.67×
12Meccha ChameleonGames4.21×
13RobloxGames4.08×
14MinecraftGames3.90×
15Call of DutyGames3.83×
16GameStopGames3.79×
17Mobile gameGames2.33×
18FIFA World CupSports2.13×
19TikTokInternet & Social Media1.87×
20FIFA World Cup 2026Sports1.68×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the E-Sports World Cup audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the E-Sports World Cup audience vs. the country average · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.46×
Early Adopter MentalityPOWER1.33×
ExtroversionTHRILL1.08×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the E-Sports World Cup audience vs. the country average · Rather not
TraitClusterDeviationScore
Community OrientationOPEN0.68×
SpiritualityBALANCE0.70×
MindfulnessBALANCE0.75×
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 E-Sports World Cup over the last 12 months. Modelled, not counted; people interested in several events 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
medium gender data available, but no age data or fewer than 100,000 people; read demographics as a tendency

Cite as: “Rascasse Solution, Q3/2026, rascasse.com/explore/us/e-sports-world-cup-10009887” · Methodology