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Burn Ghost Target Audience

User Segments

Age: 20

Gender: Female

Occupation: University Student

Education: Associate Degree, Liberal Arts

Age: 22

Gender: Male

Occupation: Part-Time Retail Associate

Education: High School Diploma

Age: 19

Gender: Female

Occupation: Student

Education: High School Diploma

Maya Sharma

Maya Sharma

Age: 20
Gender: Female
Occupation: University Student
Education: Associate Degree, Liberal Arts
Industry: Education
Channels: TikTokInstagramYouTube

Goals

  • Find free and fun ways to de-stress after classes
  • Potentially earn some extra money or prizes to supplement her student budget
  • Connect with friends and stay updated on online trends.

Pain Points

  • Limited disposable income to spend on entertainment
  • Difficulty balancing academic responsibilities with personal leisure time
  • Feeling overwhelmed by the constant pressure to be productive.

Burn Ghost Geographic Distribution

Burn Ghost's primary markets are North America, especially the US and Canada, followed by key English-speaking nations. This suggests a focus on regions with high internet penetration and a culture of online gaming/sweepstakes.

Top Countries

United States flag

United States

45.5%
Canada flag

Canada

15.2%
United Kingdom flag

United Kingdom

8%
Australia flag

Australia

6.5%
Philippines flag

Philippines

4.8%

Age Distribution

Key Insights

Primary age group concentration shows strong presence in:

31-35

Most active age range

Target Audience Socio-economic Profile

Users primarily come from middle to lower-income households, often 2-4 person sizes. They seek free entertainment and value the potential for tangible rewards.

Employment Status

Income Distribution

Education Level

Burn Ghost Behavior Analysis

Behavior Profile

Casual Gaming
Free-to-Play
Real Prizes
Online Gaming
Sweepstakes
Instant Gratification
Mobile Gaming
Online Activities
Entertainment
Digital Interaction
Social Media Usage
Online Shopping
Streaming Entertainment
Deals & Discounts
Risk-Averse
Engagement
Retention
Web-based Gaming
Accessible Entertainment

Device Breakdown

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