AI Insights · Timothy · January 2021
Q4 2020 Android Performance of Top Basketball Games in the US
Sensor Tower's analysis reveals the Q4 2020 performance trends for the top basketball games on Android in the United States. The data shows download and user engagement metrics for popular titles.
As the final quarter of 2020 wrapped up, basketball enthusiasts were actively engaging with their favorite games on Android devices. Let's take a look at the performance of the top basketball games in the US market, based on data from Sensor Tower.
Jump Dunk 3D, released by VOODOO, witnessed a spectacular surge in downloads, starting at 468K in the last week of November and skyrocketing to 325K by the end of December. The weekly active users followed a similar upward trajectory, jumping from 22K to an impressive 449K in the same period. Revenue for Jump Dunk 3D, which was non-existent at the beginning of the quarter, grew to approximately $1K by the end of December.
Flip Dunk, another VOODOO title, showed a more moderate performance with downloads peaking at 54K in late November and then slightly decreasing to 32K by the end of December. The weekly active users reflected a peak of 185K in late November before stabilizing to 141K in the final week of the quarter. Flip Dunk's revenue remained relatively low, fluctuating around $50 throughout the quarter.
ELECTRONIC ARTS' NBA LIVE Mobile Basketball maintained a strong revenue stream, with the highest reported at $63K in early October and ending the quarter at $55K. Downloads saw a significant increase in the week leading up to Christmas, jumping from 24K to 37K. Weekly active users peaked at 369K mid-December before settling at 352K.
Miniclip.com's Basketball Stars: Multiplayer experienced a decrease in revenue from $12K at the start of the quarter to $6K by its close. Downloads showed a decline from 23K to 15K, while weekly active users dipped from 110K to 95K.
Lastly, Basketball Arena: Online Game by Masomo Gaming, which was released in mid-November, saw an encouraging growth in revenue, from a modest $95 to over $12K by the end of December. Downloads steadily increased from 3K to 28K, and the weekly active users saw a significant rise from 3K to 64K.
For more detailed insights and data on the app market, head over to Sensor Tower. This analysis provides a snapshot of the basketball game category's health on the Android platform in the US during Q4 2020.