Rascasse Audience Intelligence

Electronic sports Audience in Indonesia

A data profile of the people who buy, follow and care about Electronic sports in Indonesia — modelled from more than twelve digital signal sources. Electronic sports has an estimated audience of 2,471,761 people in Indonesia.

#14among Sport in Indonesia
#626among Topic in Indonesia
#56in Sports

The average Electronic sports fan in Indonesia is 30.0 years old, more male, and lives primarily in Central Java.

The audience is concentrated in Central Java, East Java, West Java.

Top brand affinities include TV Tokyo, Mobile game, Liga Champions, with strongest over-indexing on TV Tokyo (1.66× the country average).

Demographically, the Electronic sports audience skews more male with an average age of 30.0, and over-indexes on personality traits such as Early Adopter Mentality, Design Affinity.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 34 regions tracked by Rascasse.

The typical Electronic sports fan in Indonesia is more male, around 30.0 years old, with strong Early Adopter Mentality tendencies and a notable affinity for TV Tokyo.

Category: Sports · Type: Topic · Subtype: Sport

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 Electronic sports profile in Indonesia.

Audience size
2.5M
in Indonesia
Gender
33.8%
66.2% male
Age
30.0
average years
Country rank
#841
Topic in Indonesia
Fig. 01

Search interest · 12-month trend

-3%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Electronic sports fans

33.8% are female, 66.2% are male, average age 30.0.

Fig. 02

Gender split

33.8%
Female
66.2%
Male
Demographic split for Electronic sports audience in Indonesia
MetricValue
Female33.8%
Male66.2%
Average age30.0
Estimated audience size2,471,761
Fig. 03

Age distribution

Ø 30.0
average years
Age distribution of the Electronic sports audience in Indonesia
Age bracketShare%
16-1939%
20-2931%
30-3916%
40-498%
50+6%
Fig. 04

Worldwide distribution

3.7%

of the worldwide Electronic sports audience comes from Indonesia.

Worldwide audience distribution share by country for Electronic sports
CountryShare
United States14.3%
China4.9%
India4.9%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Indonesia average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Electronic sports audience in Indonesia is strongest.

Fig. 05

Top regions by affinity

Electronic sports fans by region: top regions in Indonesia
#RegionReachAffinity×
01Central Java~500K2.12×
02East Java~400K1.33×
03Bali~60K1.13×
04Special Region of Yogyakarta~50K1.11×
05Riau Islands~30K1.11×
06South Kalimantan~30K1.09×
07West Papua~8K1.05×
08Jakarta~200K1.04×
09West Sulawesi~10K1.04×
10South Sulawesi~70K1.01×
11Bangka-Belitung Islands~10K1.01×
12North Kalimantan~8K1.01×
13North Sulawesi~30K1.00×
14Central Kalimantan~20K1.00×
15Gorontalo (disambiguation)(2)~10K1.00×
16East Kalimantan~40K0.99×
17Bengkulu~20K0.99×
18Maluku~10K0.99×
19North Maluku~8K0.99×
20Banten~100K0.98×
21West Sumatra~40K0.98×
22Jambi~30K0.98×
23Papua (province)~10K0.98×
24South Sumatra~60K0.96×
25West Kalimantan~30K0.96×
26Southeast Sulawesi~20K0.96×
27Lampung~50K0.95×
28Central Sulawesi~20K0.94×
29West Nusa Tenggara~30K0.92×
30East Nusa Tenggara~20K0.92×
31Riau~50K0.91×
32Aceh~30K0.89×
33West Java~300K0.87×
34North Sumatra~100K0.81×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Electronic sports audience
#·InterestCategoryAffinity×
01AFC Asian CupSports2.57×
02Healthy LifestylesHealth2.56×
03Healthy habitsHealth2.20×
04FortniteGames2.11×
05Gaming computerTechnology & Electronics2.04×
06PC gameGames1.98×
07Dota 2Games1.95×
08Mobile Legends: Bang bangGames1.90×
09Multiplayer online battle arenaGames1.82×
10Call of DutyGames1.80×
11Mobile gameGames1.78×
12League of LegendsGames1.76×
13FIFA (video game series)Games1.73×
14MinecraftGames1.72×
15GamerGames1.69×
16TV TokyoMovies & TV1.66×
17RobloxGames1.58×
18Massively multiplayer online gamesGames1.55×
19Liga ChampionsSports1.52×
20Massively multiplayer online role-playing gamesGames1.52×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Electronic sports 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 Electronic sports audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.02×
Design AffinityPREMIUM0.94×
Need for SecurityCONSERVATISM0.88×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Electronic sports audience · Rather not
TraitClusterDeviationScore
Healthy LifestyleBALANCE0.44×
IndividualismJOY0.49×
TravellingTHRILL0.51×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Electronic sports have in Indonesia?

Electronic sports has an estimated audience of 2,471,761 people in Indonesia, concentrated in Central Java and East Java.

02

What is the gender split and age of Electronic sports fans?

33.8% of Electronic sports fans are female, 66.2% are male, with an average age of 30.0 years.

03

Which brands do Electronic sports fans like most?

Electronic sports fans show strongest brand affinity for TV Tokyo (1.66×), Mobile game (1.78×), and Liga Champions (1.52×) over the country average.

04

Where do Electronic sports fans live in Indonesia?

Electronic sports fans in Indonesia are most concentrated in Central Java (reach ~500K), East Java (reach ~400K), and West Java (reach ~300K). These three regions account for the largest share of the active audience.

05

What other brands do Electronic sports fans also like?

Beyond Electronic sports itself, the audience over-indexes on Mobile game (1.78×), Liga Champions (1.52×), Gamer (1.69×), and PC game (1.98×) compared to the Indonesia average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in Indonesia who actively search for Electronic sports. 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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