Rascasse Audience Intelligence

Gamer Audience in Indonesia

A data profile of the people who buy, follow and care about Gamer in Indonesia — modelled from more than twelve digital signal sources. Gamer has an estimated audience of 5,654,208 people in Indonesia.

#188among Topic in Indonesia
#8in Games

Gamer has an estimated audience of 5,654,208 people in Indonesia. 33.1% are female, 66.9% are male, average age 33.1. Top brand affinities: Online games, Roblox, Traveloka, Fortnite, Casual game.

Top brand affinities include Online games, Roblox, Traveloka, with strongest over-indexing on Online games (1.83× the country average).

Demographically, the Gamer audience skews more male with an average age of 33.1, and over-indexes on personality traits such as Early Adopter Mentality, Risk Appetite.

The typical Gamer fan in Indonesia is more male, around 33.1 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Online games.

Category: Games · Type: Topic

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 Gamer profile in Indonesia.

Audience size
5.7M
in Indonesia
Gender
33.1%
66.9% male
Age
33.1
average years
Country rank
#257
Topic in Indonesia
Fig. 01

Search interest · 12-month trend

+8%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Gamer fans

33.1% are female, 66.9% are male, average age 33.1.

Fig. 02

Gender split

33.1%
Female
66.9%
Male
Demographic split for Gamer audience in Indonesia
MetricValue
Female33.1%
Male66.9%
Average age33.1
Estimated audience size5,654,208
Fig. 03

Age distribution

Ø 33.1
average years
Age distribution of the Gamer audience in Indonesia
Age bracketShare%
16-1927%
20-2933%
30-3920%
40-4912%
50+8%
Fig. 04

Worldwide distribution

2.7%

of the worldwide Gamer audience comes from Indonesia.

Worldwide audience distribution share by country for Gamer
CountryShare
United States16.6%
India7.0%
China6.6%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Gamer audience
#·InterestCategoryAffinity×
01Casual gameGames2.70×
02FortniteGames2.42×
03Action role-playing gameGames2.35×
04Digital artArts & Culture2.23×
05MinecraftGames2.14×
06RobloxGames1.95×
07Online gamesGames1.83×
08Online gamblingGames1.77×
09Self-employmentBusiness & Career1.73×
10LinuxTechnology & Electronics1.72×
11LotteryGames1.72×
12Electronic sportsSports1.69×
13Dota 2Games1.67×
14ScholarshipKids & Family1.64×
15Online chatTechnology & Electronics1.60×
16Massively multiplayer online gamesGames1.57×
17TravelokaTravel & Leisure1.55×
18RadioTechnology & Electronics1.54×
19FamilyMartShopping1.52×
20AllkpopMusic & Radio1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Gamer 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 Gamer audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.24×
Risk AppetiteTHRILL1.21×
SpiritualityBALANCE1.13×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Gamer audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.56×
DIY MentalityTHRILL0.65×
MindfulnessBALANCE0.66×
1.00× baseline
Appendix

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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 Gamer. 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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