A data profile of the people who buy, follow and care about Play (activity) in Indonesia — modelled from more than twelve digital signal sources. Play (activity) has an estimated audience of 4,843,809 people in Indonesia.
Play (activity) has an estimated audience of 4,843,809 people in Indonesia. Top brand affinities: Telegram, High-definition television, Online chat, Roblox, Casino games.
Top brand affinities include Telegram, High-definition television, Online chat, with strongest over-indexing on Telegram (1.7× the country average).
The typical Play (activity) fan in Indonesia shows strong Convenience Orientation tendencies and a notable affinity for Telegram.
The key figures that characterise the Play (activity) profile in Indonesia.
| Metric | Value |
|---|---|
| Estimated audience size | 4,843,809 |
of the worldwide Play (activity) audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 21.6% |
| India | 7.9% |
| United Kingdom | 4.5% |
The strongest cross-interests of the Play (activity) audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Portugal national football team | Sports | 2.70× | ||
| 02 | Tom Cruise | Movies & TV | 2.01× | ||
| 03 | Rugby union | Sports | 1.99× | ||
| 04 | Casual game | Games | 1.95× | ||
| 05 | Online chat | Technology & Electronics | 1.87× | ||
| 06 | Self-employment | Business & Career | 1.79× | ||
| 07 | Lottery | Games | 1.75× | ||
| 08 | Telegram | Internet & Social Media | 1.70× | ||
| 09 | Digital art | Arts & Culture | 1.64× | ||
| 10 | Linux | Technology & Electronics | 1.59× | ||
| 11 | High-definition television | Technology & Electronics | 1.57× | ||
| 12 | Board games | Games | 1.56× | ||
| 13 | Poker | Games | 1.55× | ||
| 14 | Baccarat | Games | 1.55× | ||
| 15 | Roblox | Games | 1.54× | ||
| 16 | Strategy games | Games | 1.54× | ||
| 17 | Casino games | Games | 1.53× | ||
| 18 | NASDAQ | Business & Career | 1.52× | ||
| 19 | Innovation | Business & Career | 1.51× | ||
| 20 | Energy drinks | Food & Beverages | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 1.31× | |
| Risk Appetite | THRILL | 1.19× | |
| Tradition | CONSERVATISM | 1.18× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.57× | |
| Design Affinity | PREMIUM | 0.73× | |
| Creativity | OPEN | 0.79× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Play (activity). 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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