A data profile of the people who buy, follow and care about Video in Indonesia — modelled from more than twelve digital signal sources. Video has an estimated audience of 16,029,900 people in Indonesia.
Video has an estimated audience of 16,029,900 people in Indonesia. 43.0% are female, 57.0% are male, average age 34.8. Top brand affinities: Video games, Luxury goods, Automobiles, Traveloka, Kebaya.
Top brand affinities include Video games, Luxury goods, Automobiles, with strongest over-indexing on Video games (1.55× the country average).
Demographically, the Video audience skews more male with an average age of 34.8, and over-indexes on personality traits such as Spirituality, Social Media Usage.
The typical Video fan in Indonesia is more male, around 34.8 years old, with strong Spirituality tendencies and a notable affinity for Video games.
The key figures that characterise the Video profile in Indonesia.
43.0% are female, 57.0% are male, average age 34.8.
| Metric | Value |
|---|---|
| Female | 43.0% |
| Male | 57.0% |
| Average age | 34.8 |
| Estimated audience size | 16,029,900 |
| Age bracket | Share | % |
|---|---|---|
| 16-19 | 22% | |
| 20-29 | 32% | |
| 30-39 | 22% | |
| 40-49 | 14% | |
| 50+ | 10% |
of the worldwide Video audience comes from Indonesia.
| Country | Share |
|---|---|
| United States | 16.2% |
| India | 6.4% |
| Italy | 4.7% |
The strongest cross-interests of the Video audience — brands, topics and people combined.
| # | · | Interest | Category | Affinity | × |
|---|---|---|---|---|---|
| 01 | Buddhism | Health | 1.70× | ||
| 02 | Astro (Malaysian satellite television) | Movies & TV | 1.70× | ||
| 03 | Radio | Technology & Electronics | 1.70× | ||
| 04 | 7-Eleven | Shopping | 1.68× | ||
| 05 | Online chat | Technology & Electronics | 1.65× | ||
| 06 | FamilyMart | Shopping | 1.64× | ||
| 07 | Self-employment | Business & Career | 1.64× | ||
| 08 | Traveloka | Travel & Leisure | 1.63× | ||
| 09 | Casual game | Games | 1.61× | ||
| 10 | Allkpop | Music & Radio | 1.60× | ||
| 11 | Rugby union | Sports | 1.60× | ||
| 12 | CIMB | Business & Career | 1.59× | ||
| 13 | Maybank | Business & Career | 1.58× | ||
| 14 | Scholarship | Kids & Family | 1.56× | ||
| 15 | Video games | Games | 1.55× | ||
| 16 | Automobiles | Cars & Mobility | 1.55× | ||
| 17 | Luxury goods | Fashion & Accessoires | 1.52× | ||
| 18 | Self-love | Health | 1.52× | ||
| 19 | Digital art | Arts & Culture | 1.52× | ||
| 20 | Kebaya | Fashion & Accessoires | 1.50× |
Values above 1.00× are above the country average, values below 1.00× below it.
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Spirituality | BALANCE | 1.21× | |
| Social Media Usage | JOY | 1.09× | |
| Luxury Orientation | PREMIUM | 1.09× |
| Trait | Cluster | Deviation | Score |
|---|---|---|---|
| Design Affinity | PREMIUM | 0.86× | |
| Mindfulness | BALANCE | 0.88× | |
| Quality Awareness | PREMIUM | 0.88× |
Related profiles, rankings and the same audience in other markets.
Audience size is the estimated number of people in Indonesia who actively search for Video. 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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