Rascasse Audience Intelligence

Epic Games Target Market in United States

Epic Games has an estimated audience of 12M people in United States.

The average Epic Games fan in United States is 28.4 years old, more male, and lives primarily in California.

Interest is seasonal: January, June and December account for 35% of the year's searches, October is the quietest month.

Most fans live in California, Texas, Florida.

Top affinities include Call of Duty: Zombies, Alexandria Ocasio-Cortez, World of Warcraft, with strongest over-indexing on Call of Duty: Zombies (11.22× the country average).

Demographically, the Epic Games audience skews more male with an average age of 28.4, and over-indexes on personality traits such as Early Adopter Mentality, Patriotism.

The typical Epic Games fan in United States is more male, around 28.4 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Call of Duty: Zombies.

Category: Games · Type: Brand

Data status: Q2/2026 · Source & method

Section 01

At a glance

Audience size
12M
in United States
Gender
28.4%♀
71.6% male
Age
28.4
average years
Country rank
#2941
among all objects in United States
Fig. 01

Search interest · 12-month trend

-32%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Solution
Section 02

Customer demographics of Epic Games

28.4% are female, 71.6% are male, average age 28.4.

Fig. 02

Gender split

28.4%
Female
71.6%
Male
Demographic split for Epic Games audience in United States
MetricValue
Female28.4%
Male71.6%
Average age28.4
Estimated audience size12M
Fig. 03

Age distribution

Ø 28.4
average years
Age distribution of the Epic Games audience in United States
Age bracketShare%
16-2451%
25-3425%
35-4414%
45-547%
55+3%
Fig. 04

Worldwide distribution

15.9%

of the worldwide Epic Games audience comes from United States.

Worldwide audience distribution share by country for Epic Games
CountryShare
United States15.9%
Brazil8.5%
Turkey5.1%
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

Epic Games customers by region in United States
#RegionReachAffinity×
01Oklahoma~200K1.44×
02Kentucky~200K1.40×
03Arkansas~100K1.37×
04West Virginia~90K1.33×
05Mississippi~100K1.32×
06Alabama~200K1.22×
07Idaho~80K1.22×
08Kansas~100K1.19×
09Missouri~300K1.18×
10Indiana~300K1.17×
11Texas~900K1.16×
12Tennessee~300K1.13×
13Utah~100K1.13×
14New Mexico~90K1.13×
15Ohio~500K1.10×
16Arizona~300K1.10×
17North Carolina~400K1.09×
18Louisiana~200K1.09×
19Iowa~100K1.07×
20Georgia~400K1.05×
21Michigan~400K1.05×
22Florida~800K1.02×
23North Dakota~30K1.02×
24South Carolina~200K1.01×
25Nebraska~70K1.00×
26Oregon~100K0.99×
27Nevada~100K0.99×
28South Dakota~30K0.97×
29Pennsylvania~400K0.93×
30Alaska~20K0.93×
31Wyoming~20K0.93×
32California~1.5M0.92×
33Washington~300K0.92×
34Wisconsin~200K0.92×
35Illinois~400K0.91×
36Virginia~300K0.91×
37Maine~40K0.90×
38Connecticut~100K0.88×
39Montana~30K0.86×
40Rhode Island~30K0.86×
41Maryland~200K0.85×
42Colorado~200K0.85×
43Minnesota~200K0.84×
44New Jersey~300K0.83×
45New York~600K0.81×
46New Hampshire~40K0.79×
47Delaware~30K0.78×
48Massachusetts~200K0.76×
49Vermont~20K0.69×
50Hawaii~30K0.62×
Fig. 06

Affinity by region

Affinity by region — Epic Games, United States
0.62×1.00×1.44×
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 Epic Games audience vs. the country average
#·InterestCategoryAffinity×
01Call of Duty: ZombiesGames11.22×
02Alexandria Ocasio-CortezPolitics & Society5.82×
03World of WarcraftGames4.63×
04Strategy video gameGames4.59×
05HarmonicaMusic & Radio4.39×
06SteamGames4.20×
07Electronic musical instrumentMusic & Radio3.87×
08TwitchGames3.50×
09Tabletop gameGames3.36×
10Music educationMusic & Radio3.35×
11GameStopGames2.85×
12SupermanMovies & TV2.17×
13Google MapsInternet & Social Media2.07×
14TikTokInternet & Social Media2.01×
15GeminiTechnology & Electronics1.99×
16Harry PotterMovies & TV1.84×
17PeacemakerMovies & TV1.83×
18NBASports1.69×
19SpotifyInternet & Social Media1.65×
20CleverMusic & Radio1.60×
Section 05
Strongest and weakest personality traits of this audience (1.0 = country average).

Personality of the Epic Games audience

Fig. 08

Deviation from the national baseline

↑ What stands out
The strongest tendencies
Personality traits of the Epic Games audience vs. the country average · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.52×
PatriotismCONSERVATISM1.42×
Risk AppetiteTHRILL1.39×
0×1.00× baseline2×
↓ Rather not
The weakest tendencies
Personality traits of the Epic Games audience vs. the country average · Rather not
TraitClusterDeviationScore
SpiritualityBALANCE0.60×
CreativityOPEN0.62×
Community OrientationOPEN0.77×
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 Epic Games 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/epic-games-69086” · Methodology