Rascasse Audience Intelligence

Video games Audience in Indonesia

A data profile of the people who buy, follow and care about Video games in Indonesia — modelled from more than twelve digital signal sources. Video games has an estimated audience of 15,062,670 people in Indonesia.

#1among Gaming genre in Indonesia
#25among Topic in Indonesia
#2in Games

The average Video games fan in Indonesia is 35.1 years old, more male, and lives primarily in West Java.

The audience is concentrated in West Java, East Java, Jakarta.

Top brand affinities include Video, Broadcasting, Digital media, with strongest over-indexing on Video (1.55× the country average).

Demographically, the Video games audience skews more male with an average age of 35.1, and over-indexes on personality traits such as Design Affinity, Early Adopter Mentality.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 34 regions tracked by Rascasse.

The typical Video games fan in Indonesia is more male, around 35.1 years old, with strong Design Affinity tendencies and a notable affinity for Video.

Category: Games · Type: Topic · Subtype: Gaming genre

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-18.

Section 01

At a glance

The key figures that characterise the Video games profile in Indonesia.

Audience size
15.1M
in Indonesia
Gender
36.8%
63.2% male
Age
35.1
average years
Country rank
#32
Topic in Indonesia
Fig. 01

Search interest · 12-month trend

+7%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of Video games fans

36.8% are female, 63.2% are male, average age 35.1.

Fig. 02

Gender split

36.8%
Female
63.2%
Male
Demographic split for Video games audience in Indonesia
MetricValue
Female36.8%
Male63.2%
Average age35.1
Estimated audience size15,062,670
Fig. 03

Age distribution

Ø 35.1
average years
Age distribution of the Video games audience in Indonesia
Age bracketShare%
16-1922%
20-2930%
30-3923%
40-4915%
50+10%
Fig. 04

Worldwide distribution

2.7%

of the worldwide Video games audience comes from Indonesia.

Worldwide audience distribution share by country for Video games
CountryShare
United States19.5%
India5.7%
Brazil4.3%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Indonesia average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the Video games audience in Indonesia is strongest.

Fig. 05

Top regions by affinity

Video games fans by region: top regions in Indonesia
#RegionReachAffinity×
01South Sumatra~500K1.28×
02South Kalimantan~200K1.22×
03Riau Islands~200K1.21×
04Jakarta~1.5M1.16×
05East Kalimantan~300K1.13×
06Bali~300K1.12×
07East Java~2M1.11×
08Banten~700K1.10×
09West Kalimantan~200K1.08×
10North Sumatra~800K1.07×
11Central Kalimantan~100K1.06×
12Southeast Sulawesi~100K1.03×
13North Sulawesi~200K1.02×
14West Sulawesi~60K1.02×
15Papua (province)~90K1.01×
16West Papua~50K1.00×
17South Sulawesi~400K0.99×
18Bangka-Belitung Islands~70K0.99×
19Maluku~70K0.99×
20Riau~400K0.98×
21Special Region of Yogyakarta~200K0.98×
22Jambi~200K0.97×
23Bengkulu~100K0.97×
24Gorontalo (disambiguation)(2)~60K0.97×
25North Kalimantan~50K0.96×
26West Java~2M0.95×
27Central Java~1.5M0.95×
28Central Sulawesi~100K0.95×
29North Maluku~50K0.94×
30West Nusa Tenggara~200K0.93×
31East Nusa Tenggara~100K0.91×
32Lampung~300K0.90×
33West Sumatra~200K0.89×
34Aceh~200K0.87×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the Video games audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for Video games audience
#·InterestCategoryAffinity×
01Queen LatifahMusic & Radio1.81×
02Proxy serverInternet & Social Media1.74×
03Virtual private networkTechnology & Electronics1.71×
04BarcodeBusiness & Career1.66×
05Electronic gameGames1.64×
06High-definition televisionTechnology & Electronics1.62×
07Slot machineGames1.62×
08Pragmatic PlayGames1.62×
09DiceGames1.62×
10Digital mediaBusiness & Career1.58×
11Digital televisionMovies & TV1.57×
12BroadcastingMovies & TV1.56×
13VideoMovies & TV1.55×
14Data compressionTechnology & Electronics1.55×
15Internet privacyTechnology & Electronics1.55×
16Video hosting serviceTechnology & Electronics1.52×
17PinballGames1.52×
18CasinoGames1.51×
19Bet365Games1.51×
20FilmmakingBusiness & Career1.50×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the Video games audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by Video games audience · What stands out
TraitClusterDeviationScore
Design AffinityPREMIUM0.82×
Early Adopter MentalityPOWER0.78×
PatriotismCONSERVATISM0.75×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by Video games audience · Rather not
TraitClusterDeviationScore
TravellingTHRILL0.42×
Need for SecurityCONSERVATISM0.46×
IndividualismJOY0.51×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does Video games have in Indonesia?

Video games has an estimated audience of 15,062,670 people in Indonesia, concentrated in West Java and East Java.

02

What is the gender split and age of Video games fans?

36.8% of Video games fans are female, 63.2% are male, with an average age of 35.1 years.

03

Which brands do Video games fans like most?

Video games fans show strongest brand affinity for Video (1.55×), Broadcasting (1.56×), and Digital media (1.58×) over the country average.

04

Where do Video games fans live in Indonesia?

Video games fans in Indonesia are most concentrated in West Java (reach ~2M), East Java (reach ~2M), and Jakarta (reach ~1.5M). These three regions account for the largest share of the active audience.

05

What other brands do Video games fans also like?

Beyond Video games itself, the audience over-indexes on Broadcasting (1.56×), Digital media (1.58×), High-definition television (1.62×), and Filmmaking (1.5×) compared to the Indonesia average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in Indonesia who actively search for Video games. 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.

About this audience profile

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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