A data profile of the people who buy, follow and care about Computers in Indonesia — modelled from more than twelve digital signal sources. Computers has an estimated audience of 15,194,446 people in Indonesia.
Computers has an estimated audience of 15,194,446 people in Indonesia. 42.1% are female, 57.9% are male, average age 35.3. Top brand affinities: Telegram, Online chat, Self-employment, Casual game, Electronic funds transfer.
Top brand affinities include Telegram, Online chat, Self-employment, with strongest over-indexing on Telegram (1.55× the country average).
Demographically, the Computers audience skews more male with an average age of 35.3, and over-indexes on personality traits such as Convenience Orientation, Travelling.
The typical Computers fan in Indonesia is more male, around 35.3 years old, with strong Convenience Orientation tendencies and a notable affinity for Telegram.
The key figures that characterise the Computers profile in Indonesia.
42.1% are female, 57.9% are male, average age 35.3.
| Metric | Value |
|---|---|
| Female | 42.1% |
| Male | 57.9% |
| Average age | 35.3 |
| Estimated audience size | 15,194,446 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 30% | |
| 30-39 | 23% | |
| 40-49 | 16% | |
| 50+ | 10% |
of the worldwide Computers audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 17.9% |
| India | 5.2% |
| Brazil | 4.8% |
The strongest cross-interests of the Computers audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Razer Inc. | Technology & Electronics | 1.62× | ||
| 02 | Electronic funds transfer | Business & Career | 1.61× | ||
| 03 | Bad Bunny | Music & Radio | 1.61× | ||
| 04 | Ticketmaster | Travel & Leisure | 1.61× | ||
| 05 | Wireless LAN | Technology & Electronics | 1.59× | ||
| 06 | Cirque du Soleil | Music & Radio | 1.58× | ||
| 07 | BBC iPlayer | Movies & TV | 1.58× | ||
| 08 | Alienware | Technology & Electronics | 1.57× | ||
| 09 | Telegram | Internet & Social Media | 1.55× | ||
| 10 | Casual game | Games | 1.55× | ||
| 11 | Internet of Things | Business & Career | 1.55× | ||
| 12 | Online chat | Technology & Electronics | 1.54× | ||
| 13 | Portugal national football team | Sports | 1.54× | ||
| 14 | Codecademy | Internet & Social Media | 1.53× | ||
| 15 | Small business software | Business & Career | 1.53× | ||
| 16 | Self-employment | Business & Career | 1.51× | ||
| 17 | Lego Batman | Kids & Family | 1.51× | ||
| 18 | Diesel engine | Cars & Mobility | 1.50× | ||
| 19 | Van | Cars & Mobility | 1.50× | ||
| 20 | Lego City | Kids & Family | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 1.12× | |
| Travelling | THRILL | 1.09× | |
| Luxury Orientation | PREMIUM | 1.08× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.87× | |
| Design Affinity | PREMIUM | 0.88× | |
| Extroversion | THRILL | 0.94× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Computers. 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 Indonesia. 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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