A data profile of the people who buy, follow and care about PC game in Indonesia — modelled from more than twelve digital signal sources. PC game has an estimated audience of 2,789,308 people in Indonesia.
PC game has an estimated audience of 2,789,308 people in Indonesia. 28.5% are female, 71.5% are male, average age 32.4. Top brand affinities: Online games, Fortnite, Casino games, Digital photography, Traveloka.
Top brand affinities include Online games, Fortnite, Casino games, with strongest over-indexing on Online games (2.04× the country average).
Demographically, the PC game audience skews more male with an average age of 32.4, and over-indexes on personality traits such as Early Adopter Mentality, Risk Appetite.
The typical PC game fan in Indonesia is more male, around 32.4 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Online games.
The key figures that characterise the PC game profile in Indonesia.
28.5% are female, 71.5% are male, average age 32.4.
| Metric | Value |
|---|---|
| Female | 28.5% |
| Male | 71.5% |
| Average age | 32.4 |
| Estimated audience size | 2,789,308 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 30% | |
| 20-29 | 31% | |
| 30-39 | 20% | |
| 40-49 | 11% | |
| 50+ | 7% |
of the worldwide PC game audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 15.5% |
| China | 9.2% |
| India | 6.9% |
The strongest cross-interests of the PC game audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Fortnite | Games | 3.55× | ||
| 02 | Minecraft | Games | 3.01× | ||
| 03 | Casual game | Games | 2.86× | ||
| 04 | Digital photography | Business & Career | 2.54× | ||
| 05 | Casino games | Games | 2.38× | ||
| 06 | Family car | Cars & Mobility | 2.34× | ||
| 07 | Real Betis | Sports | 2.14× | ||
| 08 | Dota 2 | Games | 2.10× | ||
| 09 | Linux | Technology & Electronics | 2.06× | ||
| 10 | Online games | Games | 2.04× | ||
| 11 | Electronic sports | Sports | 1.98× | ||
| 12 | Roblox | Games | 1.84× | ||
| 13 | Massively multiplayer online games | Games | 1.82× | ||
| 14 | Online gambling | Games | 1.79× | ||
| 15 | Traveloka | Travel & Leisure | 1.72× | ||
| 16 | Online chat | Technology & Electronics | 1.71× | ||
| 17 | FamilyMart | Shopping | 1.67× | ||
| 18 | KFC | Food & Beverages | 1.64× | ||
| 19 | Slot machine | Games | 1.63× | ||
| 20 | Ligue 1 | Sports | 1.55× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Early Adopter Mentality | POWER | 1.79× | |
| Risk Appetite | THRILL | 1.40× | |
| Pet Ownership | JOY | 1.32× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Indulgence | JOY | 0.30× | |
| Creativity | OPEN | 0.61× | |
| Tradition | CONSERVATISM | 0.64× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for PC 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.
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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