Attention Graph:

VALORANT

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The top 10 neighbors span five distinct subcategories — no single kind dominates — which is the defining feature of VALORANT's broad audience shape.

Riot Games is the strongest pull at 0.83, and as VALORANT's own developer it sits in a different subcategory (Game Developers) than the center entity (Video Game Franchises). After that, the scores compress quickly: Blizzard Entertainment at 0.68 and Hearthstone at 0.68 arrive nearly tied, followed by SFGiants at 0.68 — a Sports Teams entry that lands ahead of several fellow video game franchises. Overwatch (0.66) and League of Legends (0.65) are the two other Video Game Franchises in the top 10, joined by Pokémon GO at 0.61. That leaves three positions filled by ESPN Esports (0.64, Websites), Anker (0.63, Technology), and EVGA (0.62, Technology) — hardware and peripherals brands whose audiences track closely with the gaming cluster. The SFGiants entry is the structural outlier: a major-league sports team sitting at the same similarity tier as Blizzard and Hearthstone suggests the audience composition overlaps with mainstream sports fandom, not just competitive gaming.

Taken together, the top 10 reflect an audience that is recognizably gaming-adjacent but wide enough to pull in sports, esports media, and PC hardware brands at nearly equal weight — a shape with no single dominant tribe.

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