A data profile of the people who buy, follow and care about Sales in Indonesia — modelled from more than twelve digital signal sources. Sales has an estimated audience of 2,626,814 people in Indonesia.
Sales has an estimated audience of 2,626,814 people in Indonesia. 44.5% are female, 55.5% are male, average age 36.8. Top brand affinities: WhatsApp, Personal finance, Slot machine, Telegram, Online poker.
Top brand affinities include WhatsApp, Personal finance, Slot machine, with strongest over-indexing on WhatsApp (1.57× the country average).
Demographically, the Sales audience skews more male with an average age of 36.8, and over-indexes on personality traits such as Tradition, Convenience Orientation.
The typical Sales fan in Indonesia is more male, around 36.8 years old, with strong Tradition tendencies and a notable affinity for WhatsApp.
The key figures that characterise the Sales profile in Indonesia.
44.5% are female, 55.5% are male, average age 36.8.
| Metric | Value |
|---|---|
| Female | 44.5% |
| Male | 55.5% |
| Average age | 36.8 |
| Estimated audience size | 2,626,814 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 17% | |
| 20-29 | 29% | |
| 30-39 | 24% | |
| 40-49 | 18% | |
| 50+ | 12% |
of the worldwide Sales audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 19.2% |
| United Kingdom | 4.3% |
| Japan | 3.9% |
The strongest cross-interests of the Sales audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Slot machine | Games | 2.32× | ||
| 02 | Innovation | Business & Career | 2.21× | ||
| 03 | Baccarat | Games | 2.21× | ||
| 04 | Telegram | Internet & Social Media | 2.15× | ||
| 05 | Online poker | Games | 2.12× | ||
| 06 | Baby food | Kids & Family | 2.11× | ||
| 07 | Fashion show | Fashion & Accessoires | 2.05× | ||
| 08 | Indonesian cuisine | Food & Beverages | 1.89× | ||
| 09 | FC Bayern Munich | Sports | 1.89× | ||
| 10 | Coffee roasting | Food & Beverages | 1.82× | ||
| 11 | Charity and causes | Business & Career | 1.77× | ||
| 12 | Massively multiplayer online games | Games | 1.75× | ||
| 13 | Department store | Shopping | 1.73× | ||
| 14 | Cruises | Travel & Leisure | 1.69× | ||
| 15 | Viu (streaming media) | Movies & TV | 1.67× | ||
| 16 | Pizza | Food & Beverages | 1.58× | ||
| 17 | Internet & Social Media | 1.57× | |||
| 18 | Lipstick | Beauty & Wellness | 1.54× | ||
| 19 | Personal finance | Business & Career | 1.52× | ||
| 20 | Telkomsel | Technology & Electronics | 1.52× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Tradition | CONSERVATISM | 1.57× | |
| Convenience Orientation | PREMIUM | 1.45× | |
| Community Orientation | OPEN | 1.44× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.94× | |
| Extroversion | THRILL | 0.94× | |
| Design Affinity | PREMIUM | 0.98× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Sales. 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.
From global mass-market brands to niche local segments — explore the full library and see which intelligence layers are included.