Rascasse Audience Intelligence

Razer Inc. Target Market in United States

Razer Inc. has an estimated audience of 3,097,036 people in United States.

#9among Computer / hardware in United States
#1101among Brand in United States#407in Technology & Electronics

The average Razer Inc. fan in United States is 29.4 years old, more male, and lives primarily in California.

By number of fans, Razer Inc. ranks #9 among the 58 objects in Computer / hardware in United States — 9.9× the group median.

Its fans are 7.9 years younger than the group average of 37.3.

Women make up 24.7% of the fan base, 8.8 percentage points fewer than the group average.

Compared with the other 57 objects in Computer / hardware, Razer Inc. fans stand out for their interest in SteelSeries, Cyberpunk 2077 and Gundam.

Most fans live in California, Texas, Florida.

Top affinities include SteelSeries, Alienware, Cyberpunk 2077, with strongest over-indexing on SteelSeries (11.48× the country average).

Demographically, the Razer Inc. audience skews more male with an average age of 29.4, and over-indexes on personality traits such as Social Media Usage, Early Adopter Mentality.

The typical Razer Inc. fan in United States is more male, around 29.4 years old, with strong Social Media Usage tendencies and a notable affinity for SteelSeries.

Category: Technology & Electronics · Type: Brand · Subtype: Computer / hardware

Data status: Q2/2026 · Source & method

Section 01

At a glance

Audience size
3.1M
in United States
Gender
24.7%♀
75.3% male
Age
29.4
average years
Country rank
#9922
among all objects in United States
Fig. 01

Search interest · 12-month trend

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

Customer demographics of Razer Inc.

24.7% are female, 75.3% are male, average age 29.4.

Fig. 02

Gender split

24.7%
Female
75.3%
Male
Demographic split for Razer Inc. audience in United States
MetricValue
Female24.7%
Male75.3%
Average age29.4
Estimated audience size3,097,036
Fig. 03

Age distribution

Ø 29.4
average years
Age distribution of the Razer Inc. audience in United States
Age bracketShare%
16-2450%
25-3424%
35-4413%
45-548%
55+5%
Fig. 04

Worldwide distribution

20.9%

of the worldwide Razer Inc. audience comes from United States.

Worldwide audience distribution share by country for Razer Inc.
CountryShare
United States20.9%
China11.8%
Germany5.3%
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

Fig. 05

Top regions by affinity

Razer Inc. customers by region in United States
#RegionReachAffinity×
01California~500K1.48×
02Washington~100K1.45×
03Alaska~9K1.42×
04Nevada~40K1.33×
05Utah~40K1.26×
06Oregon~50K1.20×
07Texas~300K1.19×
08Arizona~80K1.18×
09Idaho~20K1.17×
10Oklahoma~40K1.11×
11New Mexico~20K1.11×
12North Dakota~8K1.10×
13Florida~200K1.08×
14Colorado~60K1.07×
15West Virginia~20K1.07×
16Hawaii~10K1.04×
17Kentucky~40K1.02×
18Wyoming~5K1.02×
19New York~200K0.98×
20New Jersey~80K0.98×
21Kansas~30K0.98×
22Nebraska~20K0.98×
23Montana~10K0.98×
24Virginia~80K0.96×
25Indiana~60K0.96×
26Rhode Island~9K0.96×
27South Dakota~8K0.96×
28Illinois~100K0.95×
29Tennessee~60K0.95×
30Pennsylvania~100K0.93×
31Michigan~90K0.93×
32Arkansas~30K0.92×
33New Hampshire~10K0.92×
34Georgia~90K0.91×
35North Carolina~90K0.91×
36Missouri~50K0.91×
37Alabama~40K0.91×
38Iowa~30K0.91×
39Ohio~100K0.90×
40Vermont~5K0.90×
41Wisconsin~50K0.89×
42Connecticut~30K0.89×
43Maine~10K0.88×
44Massachusetts~60K0.86×
45Minnesota~50K0.86×
46Louisiana~40K0.82×
47South Carolina~40K0.81×
48Maryland~50K0.80×
49Mississippi~20K0.78×
50Delaware~7K0.78×
Fig. 06

Affinity by region

Affinity by region — Razer Inc., United States
0.78×1.00×1.48×
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 Razer Inc. audience vs. the country average
#·InterestCategoryAffinity×
01SteelSeriesGames11.48×
02AlienwareTechnology & Electronics9.02×
03Cyberpunk 2077Games8.71×
04Counter-Strike: Global OffensiveGames7.69×
05GundamMovies & TV7.17×
06NvidiaTechnology & Electronics6.34×
07My Hero AcademiaLiterature5.37×
08TwitchGames4.65×
09Epic GamesGames4.45×
10Assassin's CreedGames4.32×
11Micro CenterShopping4.30×
12CrunchyrollGames4.18×
13MinecraftGames4.14×
14SteamGames4.10×
15Pokémon (video game series)Games4.08×
16GameStopGames3.02×
17GodzillaMovies & TV2.18×
18Game consolesTechnology & Electronics2.17×
19TikTokInternet & Social Media1.79×
20Harry PotterMovies & TV1.65×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Razer Inc. audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Razer Inc. audience vs. the country average · What stands out
TraitClusterDeviationScore
Social Media UsageJOY1.19×
Early Adopter MentalityPOWER1.14×
PatriotismCONSERVATISM0.99×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Razer Inc. audience vs. the country average · Rather not
TraitClusterDeviationScore
DIY MentalityTHRILL0.65×
IndividualismJOY0.66×
IndulgenceJOY0.66×
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 Razer Inc. over the last 12 months. Modelled, not counted; people interested in several brands count for each of them.
Data basis
Anonymised behavioural signals: search demand, social media signals, sponsorship and event data. Not a survey.
Period
07/2025 – 06/2026 · updated quarterly · data status Q2/2026
Confidence
high gender and age data available and an audience of at least 100,000 people

Cite as: “Rascasse Solution, Q2/2026, rascasse.com/explore/us/razer-inc-22429” · Methodology