Rascasse Audience Intelligence

PC game Audience in Indonesia

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.

#543among Topic in Indonesia
#26in Games

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.

Category: Games · Type: Topic

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 PC game profile in Indonesia.

Audience size
2.8M
in Indonesia
Gender
28.5%
71.5% male
Age
32.4
average years
Country rank
#738
Topic in Indonesia
Fig. 01

Search interest · 12-month trend

+8%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of PC game fans

28.5% are female, 71.5% are male, average age 32.4.

Fig. 02

Gender split

28.5%
Female
71.5%
Male
Demographic split for PC game audience in Indonesia
MetricValue
Female28.5%
Male71.5%
Average age32.4
Estimated audience size2,789,308
Fig. 03

Age distribution

Ø 32.4
average years
Age distribution of the PC game audience in Indonesia
Age bracketShare%
16-1930%
20-2931%
30-3920%
40-4911%
50+7%
Fig. 04

Worldwide distribution

2.4%

of the worldwide PC game audience comes from Indonesia.

Worldwide audience distribution share by country for PC game
CountryShare
United States15.5%
China9.2%
India6.9%
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

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

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for PC game audience
#·InterestCategoryAffinity×
01FortniteGames3.55×
02MinecraftGames3.01×
03Casual gameGames2.86×
04Digital photographyBusiness & Career2.54×
05Casino gamesGames2.38×
06Family carCars & Mobility2.34×
07Real BetisSports2.14×
08Dota 2Games2.10×
09LinuxTechnology & Electronics2.06×
10Online gamesGames2.04×
11Electronic sportsSports1.98×
12RobloxGames1.84×
13Massively multiplayer online gamesGames1.82×
14Online gamblingGames1.79×
15TravelokaTravel & Leisure1.72×
16Online chatTechnology & Electronics1.71×
17FamilyMartShopping1.67×
18KFCFood & Beverages1.64×
19Slot machineGames1.63×
20Ligue 1Sports1.55×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the PC 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 PC game audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.79×
Risk AppetiteTHRILL1.40×
Pet OwnershipJOY1.32×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by PC game audience · Rather not
TraitClusterDeviationScore
IndulgenceJOY0.30×
CreativityOPEN0.61×
TraditionCONSERVATISM0.64×
1.00× baseline
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 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.

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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