Chart

Virtual Pet Spending Willingness by Age Group in Indonesia 2026

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Key Takeaways

Age-Based Variation in Virtual Pet Spending Thresholds in Indonesia

Virtual and robotic pets occupy a distinct consumer category that blends entertainment technology with companionship. Willingness to spend on such products is shaped by disposable income, perceived value, and familiarity with interactive technology, making age a meaningful variable in understanding how different consumer segments approach this category.

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