Rascasse Audience Intelligence

Mobile game Audience in Indonesia

A data profile of the people who buy, follow and care about Mobile game in Indonesia — modelled from more than twelve digital signal sources. Mobile game has an estimated audience of 8,410,207 people in Indonesia.

#2among Gaming genre in Indonesia
#81among Topic in Indonesia
#3in Games

The average Mobile game fan in Indonesia is 35.4 years old, more male, and lives primarily in East Java.

The audience is concentrated in East Java, Central Java, West Java.

Top brand affinities include DC Universe Online, Software, Mobile app, with strongest over-indexing on DC Universe Online (411.56× the country average).

Demographically, the Mobile game audience skews more male with an average age of 35.4, and over-indexes on personality traits such as Individualism, Patriotism.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 34 regions tracked by Rascasse.

The typical Mobile game fan in Indonesia is more male, around 35.4 years old, with strong Individualism tendencies and a notable affinity for DC Universe Online.

Category: Games · Type: Topic · Subtype: Gaming genre

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 Mobile game profile in Indonesia.

Audience size
8.4M
in Indonesia
Gender
38.2%
61.8% male
Age
35.4
average years
Country rank
#118
Topic in Indonesia
Fig. 01

Search interest · 12-month trend

+23%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Mobile game fans

38.2% are female, 61.8% are male, average age 35.4.

Fig. 02

Gender split

38.2%
Female
61.8%
Male
Demographic split for Mobile game audience in Indonesia
MetricValue
Female38.2%
Male61.8%
Average age35.4
Estimated audience size8,410,207
Fig. 03

Age distribution

Ø 35.4
average years
Age distribution of the Mobile game audience in Indonesia
Age bracketShare%
16-1921%
20-2931%
30-3923%
40-4915%
50+10%
Fig. 04

Worldwide distribution

3.0%

of the worldwide Mobile game audience comes from Indonesia.

Worldwide audience distribution share by country for Mobile game
CountryShare
United States17.5%
India7.4%
Brazil4.6%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Indonesia average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Mobile game audience in Indonesia is strongest.

Fig. 05

Top regions by affinity

Mobile game fans by region: top regions in Indonesia
#RegionReachAffinity×
01East Java~2M2.24×
02Central Java~1.5M2.07×
03Special Region of Yogyakarta~200K1.52×
04Lampung~300K1.45×
05Riau Islands~100K1.23×
06East Kalimantan~100K1.06×
07West Papua~30K1.06×
08West Sulawesi~40K1.04×
09Riau~200K1.03×
10Southeast Sulawesi~70K1.03×
11West Kalimantan~100K1.01×
12North Kalimantan~30K1.01×
13Bangka-Belitung Islands~40K1.00×
14South Kalimantan~100K0.99×
15Gorontalo (disambiguation)(2)~40K0.98×
16Banten~300K0.97×
17South Sumatra~200K0.97×
18Jambi~90K0.97×
19Bengkulu~70K0.96×
20North Maluku~30K0.96×
21Aceh~100K0.95×
22Papua (province)~50K0.95×
23Maluku~40K0.95×
24West Java~1.5M0.94×
25Central Kalimantan~60K0.93×
26Central Sulawesi~70K0.92×
27North Sulawesi~80K0.91×
28East Nusa Tenggara~80K0.90×
29North Sumatra~400K0.89×
30West Sumatra~100K0.89×
31South Sulawesi~200K0.88×
32West Nusa Tenggara~90K0.88×
33Bali~100K0.84×
34Jakarta~500K0.79×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Mobile game audience
#·InterestCategoryAffinity×
01DC Universe OnlineGames411.56×
02EmailTechnology & Electronics1.69×
03DatabaseTechnology & Electronics1.69×
04SmartwatchTechnology & Electronics1.63×
05Google PlayTechnology & Electronics1.62×
06Tablet computersTechnology & Electronics1.61×
07Data compressionTechnology & Electronics1.60×
08SoftwareTechnology & Electronics1.59×
09Mobile deviceTechnology & Electronics1.59×
10World Wide WebInternet & Social Media1.59×
11Application softwareTechnology & Electronics1.59×
12Mobile appTechnology & Electronics1.55×
13Cloud computingTechnology & Electronics1.54×
14Slot machineGames1.53×
15Pragmatic PlayGames1.53×
16NagoyaTravel & Leisure1.53×
17Artificial intelligenceTechnology & Electronics1.52×
18ElevenLabsTechnology & Electronics1.52×
19Virtual private networkTechnology & Electronics1.52×
20SmartphonesTechnology & Electronics1.51×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Mobile game 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 Mobile game audience · What stands out
TraitClusterDeviationScore
IndividualismJOY1.32×
PatriotismCONSERVATISM0.88×
Social Media UsageJOY0.78×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Mobile game audience · Rather not
TraitClusterDeviationScore
TravellingTHRILL0.41×
Need for SecurityCONSERVATISM0.44×
SpiritualityBALANCE0.54×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Mobile game have in Indonesia?

Mobile game has an estimated audience of 8,410,207 people in Indonesia, concentrated in East Java and Central Java.

02

What is the gender split and age of Mobile game fans?

38.2% of Mobile game fans are female, 61.8% are male, with an average age of 35.4 years.

03

Which brands do Mobile game fans like most?

Mobile game fans show strongest brand affinity for DC Universe Online (411.56×), Software (1.59×), and Mobile app (1.55×) over the country average.

04

Where do Mobile game fans live in Indonesia?

Mobile game fans in Indonesia are most concentrated in East Java (reach ~2M), Central Java (reach ~1.5M), and West Java (reach ~1.5M). These three regions account for the largest share of the active audience.

05

What other brands do Mobile game fans also like?

Beyond Mobile game itself, the audience over-indexes on Software (1.59×), Mobile app (1.55×), Smartphones (1.51×), and Email (1.69×) compared to the Indonesia average.

Appendix

Explore more audiences

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 Mobile game. 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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