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.
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.
The key figures that characterise the Gamer profile in Indonesia.
33.1% are female, 66.9% are male, average age 33.1.
| Metric | Value |
|---|---|
| Female | 33.1% |
| Male | 66.9% |
| Average age | 33.1 |
| Estimated audience size | 5,654,208 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 27% | |
| 20-29 | 33% | |
| 30-39 | 20% | |
| 40-49 | 12% | |
| 50+ | 8% |
of the worldwide Gamer audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 16.6% |
| India | 7.0% |
| China | 6.6% |
The strongest cross-interests of the Gamer audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Casual game | Games | 2.70× | ||
| 02 | Fortnite | Games | 2.42× | ||
| 03 | Action role-playing game | Games | 2.35× | ||
| 04 | Digital art | Arts & Culture | 2.23× | ||
| 05 | Minecraft | Games | 2.14× | ||
| 06 | Roblox | Games | 1.95× | ||
| 07 | Online games | Games | 1.83× | ||
| 08 | Online gambling | Games | 1.77× | ||
| 09 | Self-employment | Business & Career | 1.73× | ||
| 10 | Linux | Technology & Electronics | 1.72× | ||
| 11 | Lottery | Games | 1.72× | ||
| 12 | Electronic sports | Sports | 1.69× | ||
| 13 | Dota 2 | Games | 1.67× | ||
| 14 | Scholarship | Kids & Family | 1.64× | ||
| 15 | Online chat | Technology & Electronics | 1.60× | ||
| 16 | Massively multiplayer online games | Games | 1.57× | ||
| 17 | Traveloka | Travel & Leisure | 1.55× | ||
| 18 | Radio | Technology & Electronics | 1.54× | ||
| 19 | FamilyMart | Shopping | 1.52× | ||
| 20 | Allkpop | Music & Radio | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.24× | |
| Risk Appetite | THRILL | 1.21× | |
| Spirituality | BALANCE | 1.13× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.56× | |
| DIY Mentality | THRILL | 0.65× | |
| Mindfulness | BALANCE | 0.66× |
Related profiles, rankings and the same audience in other markets.
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.
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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