A data profile of the people who buy, follow and care about Mobile device in Indonesia — modelled from more than twelve digital signal sources. Mobile device has an estimated audience of 6,082,323 people in Indonesia.
Mobile device has an estimated audience of 6,082,323 people in Indonesia. 40.5% are female, 59.5% are male, average age 36.2. Top brand affinities: Mobile game, Telegram, Online chat, Smart device, Innovation.
Top brand affinities include Mobile game, Telegram, Online chat, with strongest over-indexing on Mobile game (1.59× the country average).
Demographically, the Mobile device audience skews more male with an average age of 36.2, and over-indexes on personality traits such as Early Adopter Mentality, Career Orientation.
The typical Mobile device fan in Indonesia is more male, around 36.2 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Mobile game.
The key figures that characterise the Mobile device profile in Indonesia.
40.5% are female, 59.5% are male, average age 36.2.
| Metric | Value |
|---|---|
| Female | 40.5% |
| Male | 59.5% |
| Average age | 36.2 |
| Estimated audience size | 6,082,323 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 18% | |
| 20-29 | 31% | |
| 30-39 | 24% | |
| 40-49 | 16% | |
| 50+ | 11% |
of the worldwide Mobile device audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 17.5% |
| India | 6.9% |
| Italy | 4.2% |
The strongest cross-interests of the Mobile device audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Smart device | Technology & Electronics | 2.13× | ||
| 02 | Wearable technology | Technology & Electronics | 2.05× | ||
| 03 | Mobile payment | Business & Career | 1.84× | ||
| 04 | Innovation | Business & Career | 1.82× | ||
| 05 | Samsung Galaxy | Technology & Electronics | 1.77× | ||
| 06 | Online chat | Technology & Electronics | 1.76× | ||
| 07 | Foot Locker | Shopping | 1.72× | ||
| 08 | Telegram | Internet & Social Media | 1.71× | ||
| 09 | Casual game | Games | 1.71× | ||
| 10 | Family car | Cars & Mobility | 1.70× | ||
| 11 | NASDAQ | Business & Career | 1.70× | ||
| 12 | Internet & Social Media | 1.66× | |||
| 13 | Projectors | Technology & Electronics | 1.61× | ||
| 14 | Self-employment | Business & Career | 1.60× | ||
| 15 | Mobile game | Games | 1.59× | ||
| 16 | City car | Cars & Mobility | 1.59× | ||
| 17 | Puma | Fashion & Accessoires | 1.57× | ||
| 18 | Aerobics | Sports | 1.57× | ||
| 19 | Smartwatch | Technology & Electronics | 1.53× | ||
| 20 | High-net-worth individual | Business & Career | 1.53× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.45× | |
| Career Orientation | POWER | 1.22× | |
| Risk Appetite | THRILL | 1.17× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Indulgence | JOY | 0.63× | |
| Mindfulness | BALANCE | 0.70× | |
| Creativity | OPEN | 0.70× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Mobile device. 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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