A data profile of the people who buy, follow and care about Martial arts in Indonesia — modelled from more than twelve digital signal sources. Martial arts has an estimated audience of 3,882,674 people in Indonesia.
Martial arts has an estimated audience of 3,882,674 people in Indonesia. 17.6% are female, 82.4% are male, average age 36.0. Top brand affinities: Telegram, High-definition television, Ultimate Fighting Championship, Radio, Online chat.
Top brand affinities include Telegram, High-definition television, Ultimate Fighting Championship, with strongest over-indexing on Telegram (2.27× the country average).
Demographically, the Martial arts audience skews more male with an average age of 36.0, and over-indexes on personality traits such as Spirituality, Extroversion.
The typical Martial arts fan in Indonesia is more male, around 36.0 years old, with strong Spirituality tendencies and a notable affinity for Telegram.
The key figures that characterise the Martial arts profile in Indonesia.
17.6% are female, 82.4% are male, average age 36.0.
| Metric | Value |
|---|---|
| Female | 17.6% |
| Male | 82.4% |
| Average age | 36.0 |
| Estimated audience size | 3,882,674 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 20% | |
| 20-29 | 28% | |
| 30-39 | 24% | |
| 40-49 | 17% | |
| 50+ | 10% |
of the worldwide Martial arts audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 23.1% |
| United Kingdom | 4.9% |
| Italy | 4.1% |
The strongest cross-interests of the Martial arts audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Portugal national football team | Sports | 2.69× | ||
| 02 | Ultimate Fighting Championship | Sports | 2.43× | ||
| 03 | Telegram | Internet & Social Media | 2.27× | ||
| 04 | Radio | Technology & Electronics | 2.22× | ||
| 05 | Rugby union | Sports | 2.22× | ||
| 06 | Self-defense | Sports | 2.01× | ||
| 07 | Breakfast television | Movies & TV | 2.00× | ||
| 08 | romantic comedies | Movies & TV | 1.87× | ||
| 09 | Buddhism | Health | 1.72× | ||
| 10 | FIFA (video game series) | Games | 1.71× | ||
| 11 | Investment management | Business & Career | 1.70× | ||
| 12 | NASDAQ | Business & Career | 1.64× | ||
| 13 | Casual game | Games | 1.64× | ||
| 14 | Online chat | Technology & Electronics | 1.62× | ||
| 15 | WWE | Sports | 1.60× | ||
| 16 | Self-employment | Business & Career | 1.59× | ||
| 17 | Hinduism | Politics & Society | 1.55× | ||
| 18 | AFC Ajax | Sports | 1.54× | ||
| 19 | High-definition television | Technology & Electronics | 1.51× | ||
| 20 | Telkomsel | Technology & Electronics | 1.51× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 1.49× | |
| Extroversion | THRILL | 1.38× | |
| Risk Appetite | THRILL | 1.16× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.70× | |
| Mindfulness | BALANCE | 0.77× | |
| Quality Awareness | PREMIUM | 0.82× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Martial arts. 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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