Rascasse Audience Intelligence

Super Mario Audience in United States

Super Mario has an estimated audience of 4.6M people in United States.

#30among Video game in United States
#49among games in United States
#143in Games

The average Super Mario fan in United States is 30.8 years old, more male, and lives primarily in California.

By number of fans, Super Mario ranks #30 among the 2812 objects in Video game in United States — 1.4× the group median.

Its fans are 6.1 years younger than the group average of 36.9.

Women make up 42.9% of the fan base, 2.9 percentage points fewer than the group average.

Compared with the other 2811 objects in Video game, Super Mario fans stand out for their interest in mat best mbest11x, Battleship (game) and World of Warships.

Interest is seasonal: April, May and October account for 36% of the year's searches, July is the quietest month.

Most fans live in California, Texas, Florida.

Top affinities include mat best mbest11x, Battleship (game), World of Warships, with strongest over-indexing on mat best mbest11x (49.8× the country average).

Demographically, the Super Mario audience skews more male with an average age of 30.8, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.

The typical Super Mario fan in United States is more male, around 30.8 years old, with strong Early Adopter Mentality tendencies and a notable affinity for mat best mbest11x.

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

Data status: Q2/2026 · Source & method

Section 01

At a glance

Audience size
4.6M
in United States
Gender
42.9%♀
57.1% male
Age
30.8
average years
Country rank
#7134
among all objects in United States
Fig. 01

Search interest · 12-month trend

+52%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Demographics of Super Mario fans

42.9% are female, 57.1% are male, average age 30.8.

Fig. 02

Gender split

42.9%
Female
57.1%
Male
Demographic split for Super Mario audience in United States
MetricValue
Female42.9%
Male57.1%
Average age30.8
Estimated audience size4.6M
Fig. 03

Age distribution

Ø 30.8
average years
Age distribution of the Super Mario audience in United States
Age bracketShare%
16-2443%
25-3424%
35-4417%
45-549%
55+6%
Fig. 04

Worldwide distribution

23.3%

of the worldwide Super Mario audience comes from United States.

Worldwide audience distribution share by country for Super Mario
CountryShare
United States23.3%
Japan9.3%
Italy6.5%
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

Super Mario fans by region: top regions in United States
#RegionReachAffinity×
01Texas~500K1.47×
02California~800K1.40×
03Nevada~60K1.29×
04New Jersey~200K1.25×
05Rhode Island~20K1.22×
06Arkansas~50K1.20×
07Arizona~100K1.19×
08New Mexico~30K1.19×
09Oklahoma~60K1.17×
10Indiana~100K1.15×
11Alabama~80K1.15×
12Kansas~50K1.15×
13Illinois~200K1.11×
14Louisiana~70K1.11×
15Mississippi~40K1.10×
16New York~300K1.09×
17Georgia~200K1.09×
18Kentucky~70K1.09×
19Washington~100K1.08×
20Pennsylvania~200K1.06×
21Michigan~100K1.06×
22Florida~300K1.04×
23North Carolina~200K1.04×
24Utah~50K1.03×
25Virginia~100K1.00×
26Maryland~80K0.99×
27Tennessee~100K0.98×
28Missouri~80K0.97×
29Hawaii~20K0.97×
30North Dakota~10K0.97×
31Connecticut~50K0.96×
32Ohio~200K0.95×
33Idaho~20K0.95×
34Alaska~9K0.95×
35Nebraska~30K0.94×
36South Carolina~70K0.90×
37Oregon~50K0.90×
38Massachusetts~90K0.89×
39Delaware~10K0.89×
40South Dakota~10K0.89×
41Wisconsin~70K0.87×
42West Virginia~20K0.87×
43Colorado~60K0.80×
44Maine~10K0.80×
45Iowa~30K0.78×
46New Hampshire~10K0.78×
47Montana~10K0.78×
48Wyoming~6K0.78×
49Vermont~7K0.76×
50Minnesota~60K0.75×
Fig. 06

Affinity by region

Affinity by region — Super Mario, United States
0.75×1.00×1.47×
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 Super Mario audience vs. the country average
#·InterestCategoryAffinity×
01mat best mbest11xSports49.80×
02Battleship (game)Games46.73×
03World of WarshipsGames34.78×
04Super Mario Bros.Games27.05×
05Uncharted 4: A Thief's EndGames26.33×
06Street FighterGames20.68×
07Super Mario Bros. (film)Movies & TV18.42×
08Avengers (band)Music & Radio18.12×
09Mario KartGames14.70×
10Power Rangers (film)Movies & TV12.97×
11Turn-based strategyGames11.95×
12Tom HollandMovies & TV11.24×
13Super Smash Bros.Games10.45×
14Josh HutchersonMovies & TV10.33×
15Legends (comics)Literature10.25×
16The Legend of ZeldaGames9.62×
17Mark WahlbergMovies & TV8.74×
18RetrogamingGames8.17×
19GodzillaMovies & TV7.82×
20SupermanMovies & TV2.21×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Super Mario audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Super Mario audience vs. the country average · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.20×
Social Media UsageJOY1.16×
SpiritualityBALANCE1.15×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Super Mario audience vs. the country average · Rather not
TraitClusterDeviationScore
CreativityOPEN0.75×
Design AffinityPREMIUM0.75×
Quality AwarenessPREMIUM0.76×
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 Super Mario 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
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/super-mario-22261” · Methodology