Rascasse Audience Intelligence

Crazy Games Target Market in Indonesia

A data profile of the people who buy, follow and care about Crazy Games in Indonesia — modelled from more than twelve digital signal sources. Crazy Games has an estimated audience of 2,484,377 people in Indonesia.

#36among Brand in Indonesia
#29in Games

Crazy Games has an estimated audience of 2,484,377 people in Indonesia. 38.0% are female, 62.0% are male, average age 33.5. Top brand affinities: Casual game, Online games, Slot machine, Telegram, Online poker.

Top brand affinities include Casual game, Online games, Slot machine, with strongest over-indexing on Casual game (8.11× the country average).

Demographically, the Crazy Games audience skews more male with an average age of 33.5, and over-indexes on personality traits such as Early Adopter Mentality, Risk Appetite.

The typical Crazy Games fan in Indonesia is more male, around 33.5 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Casual game.

Category: Games · Type: Brand

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-18.

Section 01

At a glance

The key figures that characterise the Crazy Games profile in Indonesia.

Audience size
2.5M
in Indonesia
Gender
38.0%
62.0% male
Age
33.5
average years
Country rank
#839
Brand in Indonesia
Fig. 01

Search interest · 12-month trend

+22%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Customer demographics of Crazy Games

38.0% are female, 62.0% are male, average age 33.5.

Fig. 02

Gender split

38.0%
Female
62.0%
Male
Demographic split for Crazy Games audience in Indonesia
MetricValue
Female38.0%
Male62.0%
Average age33.5
Estimated audience size2,484,377
Fig. 03

Age distribution

Ø 33.5
average years
Age distribution of the Crazy Games audience in Indonesia
Age bracketShare%
16-1926%
20-2932%
30-3922%
40-4913%
50+8%
Fig. 04

Worldwide distribution

3.5%

of the worldwide Crazy Games audience comes from Indonesia.

Worldwide audience distribution share by country for Crazy Games
CountryShare
United States21.9%
Germany7.4%
United Kingdom5.8%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Crazy Games audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Crazy Games audience
#·InterestCategoryAffinity×
01Casual gameGames8.11×
02Online gamesGames2.22×
03Action role-playing gameGames2.21×
04Slot machineGames2.20×
05Massively multiplayer online gamesGames2.02×
06NASDAQBusiness & Career1.89×
07Online pokerGames1.88×
08TelegramInternet & Social Media1.86×
09LotteryGames1.84×
10Digital cameraTechnology & Electronics1.84×
11Online chatTechnology & Electronics1.82×
12InnovationBusiness & Career1.67×
13LinuxTechnology & Electronics1.66×
14Self-employmentBusiness & Career1.66×
15RobloxGames1.64×
16FIFA (video game series)Games1.60×
17Investment managementBusiness & Career1.60×
18BarsTravel & Leisure1.55×
19Online gamblingGames1.55×
20BaccaratGames1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Crazy Games audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Crazy Games audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.37×
Risk AppetiteTHRILL1.32×
Pet OwnershipJOY1.21×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Crazy Games audience · Rather not
TraitClusterDeviationScore
MindfulnessBALANCE0.75×
Design AffinityPREMIUM0.76×
CreativityOPEN0.85×
1.00× baseline
Appendix

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How to read this data

Audience size is the estimated number of people in Indonesia who actively search for Crazy Games. 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.

About this audience profile

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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