Made first for young men 1
WCG Ultimate Gamer's audience scores lean most toward young men at 84 of 100 1. Its overall reach is rated targeted — targeted reach aimed at a specific demographic segment 2. On content balance it reads entertainment-first at 0 of 100, weighting storytelling over explicit messaging 3.
- 1Audience scoreyoung men 84 of 100 is the top quadrant.WhatSphere audience model, score_version 1
- 2ReachAudience breadth rated targeted.WhatSphere audience model, score_version 1
- 3Content balanceContent balance entertainment-first at 0 of 100.WhatSphere content-balance model, score_version 1
WhatSphere presents the sourced record; it does not cast the judgement. Every statement above is drawn from a stored, sourced row — shown beside it — and nothing is asserted beyond what those receipts support.
Synopsis
An elimination-style reality series featuring a diverse group of top gamers who are tested in real-life challenges inspired by best-selling game titles, compete in video games themselves and ultimately must avoid elimination in head-to-head battles in an arena filled with hundreds of spectators. The player who is versatile and strategic enough to best their opponents in the both the real-life and gaming worlds emerges as the Ultimate Gamer.
Age: 27 — strongly youth-oriented
Quadrant Scores
Audience Representation
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Advocacy Over Time in Reality
The average advocacy score of Reality titles by release year, with this title marked. Higher is more advocacy-driven.
| Year | Average advocacy | Titles |
|---|---|---|
| 1982 | 0 | 2 |
| 1985 | 0 | 2 |
| 1999 | 0 | 2 |
| 2001 | 0 | 3 |
| 2002 | 4 | 3 |
| 2003 | 1 | 7 |
| 2004 | 1 | 9 |
| 2005 | 1 | 3 |
| 2006 | 1 | 14 |
| 2007 | 0 | 4 |
| 2008 | 1 | 5 |
| 2009 | 0 | 3 |
| 2012 | 2 | 2 |
| 2013 | 0 | 3 |
| 2018 | 1 | 3 |
| 2020 | 0 | 5 |
| 2021 | 2 | 3 |
| 2022 | 2 | 2 |
| This title (2009) | 0 | 1 |
● This title (2009): advocacy 0 · explore Reality →