A data profile of the people who buy, follow and care about Digital media in Indonesia — modelled from more than twelve digital signal sources. Digital media has an estimated audience of 6,617,191 people in Indonesia.
Digital media has an estimated audience of 6,617,191 people in Indonesia. 39.2% are female, 60.8% are male, average age 35.3. Top brand affinities: Video games, Luxury goods, Automobiles, Telegram, Hair products.
Top brand affinities include Video games, Luxury goods, Automobiles, with strongest over-indexing on Video games (1.58× the country average).
Demographically, the Digital media audience skews more male with an average age of 35.3, and over-indexes on personality traits such as Spirituality, Convenience Orientation.
The typical Digital media fan in Indonesia is more male, around 35.3 years old, with strong Spirituality tendencies and a notable affinity for Video games.
The key figures that characterise the Digital media profile in Indonesia.
39.2% are female, 60.8% are male, average age 35.3.
| Metric | Value |
|---|---|
| Female | 39.2% |
| Male | 60.8% |
| Average age | 35.3 |
| Estimated audience size | 6,617,191 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 30% | |
| 30-39 | 23% | |
| 40-49 | 15% | |
| 50+ | 10% |
of the worldwide Digital media audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 20.1% |
| India | 6.7% |
| Brazil | 5.3% |
The strongest cross-interests of the Digital media audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Breakfast television | Movies & TV | 2.40× | ||
| 02 | Radio | Technology & Electronics | 2.35× | ||
| 03 | romantic comedies | Movies & TV | 2.21× | ||
| 04 | Buddhism | Health | 2.11× | ||
| 05 | Telegram | Internet & Social Media | 1.98× | ||
| 06 | Hinduism | Politics & Society | 1.89× | ||
| 07 | Video blog | Internet & Social Media | 1.75× | ||
| 08 | Self-employment | Business & Career | 1.74× | ||
| 09 | Online chat | Technology & Electronics | 1.72× | ||
| 10 | Arsenal F.C. | Sports | 1.65× | ||
| 11 | Detective fiction | Literature | 1.65× | ||
| 12 | Automobiles | Cars & Mobility | 1.61× | ||
| 13 | Lottery | Games | 1.59× | ||
| 14 | Video games | Games | 1.58× | ||
| 15 | Chanel | Fashion & Accessoires | 1.56× | ||
| 16 | Luxury goods | Fashion & Accessoires | 1.53× | ||
| 17 | Hair products | Beauty & Wellness | 1.53× | ||
| 18 | Bars | Travel & Leisure | 1.53× | ||
| 19 | Home business | Business & Career | 1.51× | ||
| 20 | FIFA (video game series) | Games | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 1.57× | |
| Convenience Orientation | PREMIUM | 1.29× | |
| Tradition | CONSERVATISM | 1.26× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.62× | |
| Design Affinity | PREMIUM | 0.64× | |
| Quality Awareness | PREMIUM | 0.76× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Digital media. 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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