A data profile of the people who buy, follow and care about Minecraft in Indonesia — modelled from more than twelve digital signal sources. Minecraft has an estimated audience of 4,354,875 people in Indonesia.
Minecraft has an estimated audience of 4,354,875 people in Indonesia. Top brand affinities: Minecraft, TikTok, TV Tokyo, Survival horror, FIFA (video game series).
Top brand affinities include Minecraft, TikTok, TV Tokyo, with strongest over-indexing on Minecraft (37.86× the country average).
The typical Minecraft fan in Indonesia shows strong Design Affinity tendencies and a notable affinity for Minecraft.
The key figures that characterise the Minecraft profile in Indonesia.
| Metric | Value |
|---|---|
| Estimated audience size | 4,354,875 |
of the worldwide Minecraft audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 28.1% |
| Brazil | 7.4% |
| Germany | 5.7% |
The strongest cross-interests of the Minecraft audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Minecraft | Games | 37.86× | ||
| 02 | Cuphead | Movies & TV | 37.86× | ||
| 03 | Reflections | Music & Radio | 29.58× | ||
| 04 | Survival game | Games | 16.83× | ||
| 05 | SimCity | Games | 15.62× | ||
| 06 | Skibidi Toilet | Internet & Social Media | 14.48× | ||
| 07 | Construction and management simulation | Games | 14.39× | ||
| 08 | Clash Royale | Games | 11.27× | ||
| 09 | Survival horror | Games | 10.88× | ||
| 10 | BoBoiBoy | Kids & Family | 7.96× | ||
| 11 | Pixiv | Internet & Social Media | 7.91× | ||
| 12 | FIFA (video game series) | Games | 7.59× | ||
| 13 | TikTok | Internet & Social Media | 4.86× | ||
| 14 | Sports betting | Games | 4.40× | ||
| 15 | Google Books | Literature | 4.30× | ||
| 16 | Dari (Italian band) | Music & Radio | 3.98× | ||
| 17 | TV Tokyo | Movies & TV | 3.79× | ||
| 18 | Ligue 1 | Sports | 3.50× | ||
| 19 | Clothing | Fashion & Accessoires | 1.54× | ||
| 20 | Sports | Sports | 1.54× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 1.87× | |
| Patriotism | CONSERVATISM | 1.85× | |
| Social Media Usage | JOY | 0.87× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Healthy Lifestyle | BALANCE | 0.39× | |
| Need for Security | CONSERVATISM | 0.50× | |
| Early Adopter Mentality | POWER | 0.62× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Minecraft. 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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