A data profile of the people who buy, follow and care about Collectable in Australia — modelled from more than twelve digital signal sources. Collectable has an estimated audience of 2,391,155 people in Australia.
Collectable has an estimated audience of 2,391,155 people in Australia. 48.6% are female, 51.4% are male, average age 40.4. Top brand affinities: EB Games, Stranger Things, Bass guitar, Lego, Wikipedia.
Top brand affinities include EB Games, Stranger Things, Bass guitar, with strongest over-indexing on EB Games (1.92× the country average).
Demographically, the Collectable audience skews balanced with an average age of 40.4, and over-indexes on personality traits such as Convenience Orientation, Individualism.
The typical Collectable fan in Australia is balanced, around 40.4 years old, with strong Convenience Orientation tendencies and a notable affinity for EB Games.
The key figures that characterise the Collectable profile in Australia.
48.6% are female, 51.4% are male, average age 40.4.
| Metric | Value |
|---|---|
| Female | 48.6% |
| Male | 51.4% |
| Average age | 40.4 |
| Estimated audience size | 2,391,155 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 19% | |
| 20-29 | 19% | |
| 30-39 | 16% | |
| 40-49 | 19% | |
| 50+ | 27% |
of the worldwide Collectable audience comes from Australia.
| Country | Share |
|---|---|
| United States | 31.1% |
| Japan | 9.6% |
| China | 9.1% |
The strongest cross-interests of the Collectable audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Model building | Kids & Family | 3.83× | ||
| 02 | Antique car | Cars & Mobility | 2.37× | ||
| 03 | Steam | Games | 2.18× | ||
| 04 | Pokémon | Games | 2.17× | ||
| 05 | One Piece | Movies & TV | 2.12× | ||
| 06 | Stranger Things | Movies & TV | 2.02× | ||
| 07 | Twitch | Games | 2.01× | ||
| 08 | Game of Thrones | Movies & TV | 1.95× | ||
| 09 | Costume | Fashion & Accessoires | 1.93× | ||
| 10 | EB Games | Games | 1.92× | ||
| 11 | Bass guitar | Music & Radio | 1.84× | ||
| 12 | Electric guitar | Music & Radio | 1.84× | ||
| 13 | Manga | Literature | 1.76× | ||
| 14 | Acoustic guitar | Music & Radio | 1.73× | ||
| 15 | Board games | Games | 1.70× | ||
| 16 | Lego | Kids & Family | 1.68× | ||
| 17 | Lawn mower | Home & Garden | 1.66× | ||
| 18 | Hardware store | Home & Garden | 1.56× | ||
| 19 | Piano | Music & Radio | 1.54× | ||
| 20 | Wikipedia | Internet & Social Media | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 1.25× | |
| Individualism | JOY | 1.23× | |
| Tradition | CONSERVATISM | 1.10× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.74× | |
| Healthy Lifestyle | BALANCE | 0.75× | |
| Pet Ownership | JOY | 0.77× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Australia who actively search for Collectable. Affinity is an over-index ratio: 2.0× means the audience is twice as likely to engage with that brand or trait as the country average. Reach is the estimated number of audience members in a region. Regional and brand-affinity tables are sorted from strongest signal to weakest.
This audience profile is generated by Rascasse from anonymized search-behavior signals across Australia. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.
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