A data profile of the people who buy, follow and care about Sony in Indonesia — modelled from more than twelve digital signal sources. Sony has an estimated audience of 628,304 people in Indonesia.
Sony has an estimated audience of 628,304 people in Indonesia. 42.5% are female, 57.5% are male, average age 31.9. Top brand affinities: TikTok, Symbian, ICloud, Linux, Discord.
Top brand affinities include TikTok, Symbian, ICloud, with strongest over-indexing on TikTok (1.6× the country average).
Demographically, the Sony audience skews more male with an average age of 31.9, and over-indexes on personality traits such as Need for Security, Social Media Usage.
The typical Sony fan in Indonesia is more male, around 31.9 years old, with strong Need for Security tendencies and a notable affinity for TikTok.
The key figures that characterise the Sony profile in Indonesia.
42.5% are female, 57.5% are male, average age 31.9.
| Metric | Value |
|---|---|
| Female | 42.5% |
| Male | 57.5% |
| Average age | 31.9 |
| Estimated audience size | 628,304 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 36% | |
| 20-29 | 28% | |
| 30-39 | 16% | |
| 40-49 | 12% | |
| 50+ | 8% |
of the worldwide Sony audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 15.1% |
| India | 10.6% |
| Japan | 8.5% |
The strongest cross-interests of the Sony audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | The Rookie | Movies & TV | 3.64× | ||
| 02 | Symbian | Technology & Electronics | 2.37× | ||
| 03 | Discord | Internet & Social Media | 2.12× | ||
| 04 | Resident Evil (film series) | Movies & TV | 2.11× | ||
| 05 | PlayStation Store | Games | 1.92× | ||
| 06 | Yandex | Technology & Electronics | 1.80× | ||
| 07 | ICloud | Technology & Electronics | 1.79× | ||
| 08 | Genshin Impact | Games | 1.74× | ||
| 09 | Nokia | Technology & Electronics | 1.71× | ||
| 10 | Call of Duty | Games | 1.70× | ||
| 11 | Konami | Games | 1.70× | ||
| 12 | Panasonic | Technology & Electronics | 1.62× | ||
| 13 | TikTok | Internet & Social Media | 1.60× | ||
| 14 | Linux | Technology & Electronics | 1.60× | ||
| 15 | Cinnamoroll | Movies & TV | 1.60× | ||
| 16 | New Year's Eve | Home & Garden | 1.57× | ||
| 17 | Patent | Business & Career | 1.57× | ||
| 18 | P.O.D. | Music & Radio | 1.55× | ||
| 19 | NASDAQ | Business & Career | 1.54× | ||
| 20 | Warcraft | Games | 1.53× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Need for Security | CONSERVATISM | 1.08× | |
| Social Media Usage | JOY | 1.06× | |
| Spirituality | BALANCE | 1.01× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.64× | |
| Luxury Orientation | PREMIUM | 0.67× | |
| Mindfulness | BALANCE | 0.71× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Sony. 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.
Source: Rascasse Audience Intelligence — modeled from anonymized, multi-source behavioral signals (search, social, events), updated monthly. Data status: 09/2026.
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