A data profile of the people who buy, follow and care about Computer hardware in Australia — modelled from more than twelve digital signal sources. Computer hardware has an estimated audience of 2,259,370 people in Australia.
The average Computer hardware fan in Australia is 40.9 years old, more male, and lives primarily in New South Wales.
The audience is concentrated in New South Wales, Victoria, Queensland.
Top brand affinities include TikTok, Gaming computer, PC game, with strongest over-indexing on TikTok (1.72× the country average).
Demographically, the Computer hardware audience skews more male with an average age of 40.9, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.
Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 8 regions tracked by Rascasse.
The typical Computer hardware fan in Australia is more male, around 40.9 years old, with strong Early Adopter Mentality tendencies and a notable affinity for TikTok.
The key figures that characterise the Computer hardware profile in Australia.
37.2% are female, 62.8% are male, average age 40.9.
| Metric | Value |
|---|---|
| Female | 37.2% |
| Male | 62.8% |
| Average age | 40.9 |
| Estimated audience size | 2,259,370 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 18% | |
| 20-29 | 19% | |
| 30-39 | 17% | |
| 40-49 | 18% | |
| 50+ | 28% |
of the worldwide Computer hardware audience comes from Australia.
| Country | Share |
|---|---|
| United States | 18.1% |
| Brazil | 6.2% |
| Italy | 5.2% |
Where the Computer hardware audience in Australia is strongest.
| # | Region | Reach | Affinity | × |
|---|---|---|---|---|
| 01 | Western Australia | ~300K | 1.21× | |
| 02 | Northern Territory | ~20K | 1.12× | |
| 03 | Tasmania | ~50K | 0.98× | |
| 04 | Australian Capital Territory | ~50K | 0.97× | |
| 05 | South Australia | ~200K | 0.90× | |
| 06 | Queensland | ~500K | 0.86× | |
| 07 | Victoria | ~600K | 0.83× | |
| 08 | New South Wales | ~600K | 0.77× |
The strongest cross-interests of the Computer hardware audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Final Fantasy | Games | 5.04× | ||
| 02 | Counter-Strike: Global Offensive | Games | 4.40× | ||
| 03 | PC game | Games | 3.94× | ||
| 04 | Gaming computer | Technology & Electronics | 3.84× | ||
| 05 | Dota 2 | Games | 3.68× | ||
| 06 | Action role-playing game | Games | 3.52× | ||
| 07 | League of Legends | Games | 3.18× | ||
| 08 | Massively multiplayer online role-playing games | Games | 3.02× | ||
| 09 | Twitch | Games | 2.95× | ||
| 10 | Strategy games | Games | 2.87× | ||
| 11 | Discord | Internet & Social Media | 2.80× | ||
| 12 | Massively multiplayer online games | Games | 2.75× | ||
| 13 | Role-playing games | Games | 2.33× | ||
| 14 | Gamer | Games | 2.31× | ||
| 15 | Personal computer | Technology & Electronics | 2.18× | ||
| 16 | EB Games | Games | 2.10× | ||
| 17 | Electronics | Technology & Electronics | 1.93× | ||
| 18 | Mobile game | Games | 1.79× | ||
| 19 | TikTok | Internet & Social Media | 1.72× | ||
| 20 | Online games | Games | 1.54× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.66× | |
| Social Media Usage | JOY | 1.27× | |
| Need for Security | CONSERVATISM | 1.19× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Community Orientation | OPEN | 0.83× | |
| Tradition | CONSERVATISM | 0.86× | |
| Mindfulness | BALANCE | 0.89× |
Computer hardware has an estimated audience of 2,259,370 people in Australia, concentrated in New South Wales and Victoria.
37.2% of Computer hardware fans are female, 62.8% are male, with an average age of 40.9 years.
Computer hardware fans show strongest brand affinity for TikTok (1.72×), Gaming computer (3.84×), and PC game (3.94×) over the country average.
Computer hardware fans in Australia are most concentrated in New South Wales (reach ~600K), Victoria (reach ~600K), and Queensland (reach ~500K). These three regions account for the largest share of the active audience.
Beyond Computer hardware itself, the audience over-indexes on Gaming computer (3.84×), PC game (3.94×), Electronics (1.93×), and Gamer (2.31×) compared to the Australia average.
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Australia who actively search for Computer hardware. 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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