A data profile of the people who buy, follow and care about Software in Indonesia — modelled from more than twelve digital signal sources. Software has an estimated audience of 12,880,296 people in Indonesia.
Software has an estimated audience of 12,880,296 people in Indonesia. 42.0% are female, 58.0% are male, average age 35.3. Top brand affinities: Mobile game, Telegram, Online chat, Linux, Self-employment.
Top brand affinities include Mobile game, Telegram, Online chat, with strongest over-indexing on Mobile game (1.59× the country average).
Demographically, the Software audience skews more male with an average age of 35.3, and over-indexes on personality traits such as Convenience Orientation, Risk Appetite.
The typical Software fan in Indonesia is more male, around 35.3 years old, with strong Convenience Orientation tendencies and a notable affinity for Mobile game.
The key figures that characterise the Software profile in Indonesia.
42.0% are female, 58.0% are male, average age 35.3.
| Metric | Value |
|---|---|
| Female | 42.0% |
| Male | 58.0% |
| Average age | 35.3 |
| Estimated audience size | 12,880,296 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 30% | |
| 30-39 | 23% | |
| 40-49 | 15% | |
| 50+ | 10% |
of the worldwide Software audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 17.3% |
| India | 5.1% |
| Brazil | 4.6% |
The strongest cross-interests of the Software audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Electronic funds transfer | Business & Career | 1.87× | ||
| 02 | Online chat | Technology & Electronics | 1.75× | ||
| 03 | Telegram | Internet & Social Media | 1.72× | ||
| 04 | Internet of Things | Business & Career | 1.72× | ||
| 05 | Wireless LAN | Technology & Electronics | 1.72× | ||
| 06 | Casual game | Games | 1.71× | ||
| 07 | Portugal national football team | Sports | 1.65× | ||
| 08 | Van | Cars & Mobility | 1.65× | ||
| 09 | Horoscope | Health | 1.64× | ||
| 10 | Winter Olympic Games | Sports | 1.63× | ||
| 11 | Self-employment | Business & Career | 1.62× | ||
| 12 | FIFA Club World Cup | Sports | 1.61× | ||
| 13 | Diesel engine | Cars & Mobility | 1.60× | ||
| 14 | ESPN | Movies & TV | 1.60× | ||
| 15 | Mobile game | Games | 1.59× | ||
| 16 | Michael Jackson | Music & Radio | 1.57× | ||
| 17 | Mobile home | Cars & Mobility | 1.54× | ||
| 18 | Linux | Technology & Electronics | 1.53× | ||
| 19 | Female entrepreneur | Business & Career | 1.52× | ||
| 20 | Eintracht Frankfurt | Sports | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Convenience Orientation | PREMIUM | 1.19× | |
| Risk Appetite | THRILL | 1.13× | |
| Travelling | THRILL | 1.12× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Mindfulness | BALANCE | 0.80× | |
| Design Affinity | PREMIUM | 0.83× | |
| Extroversion | THRILL | 0.92× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Software. 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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