AI Insights · Timothy · January 2021
Q4 2020 Performance of Top Boxing Games on iOS in the US
An analysis of the top 5 boxing game apps reveals their performance trends on the iOS platform in the United States for Q4 2020. Insights provided by Sensor Tower detail download figures, revenue, and active user metrics.
As the year 2020 came to a close, the US iOS platform saw various trends in the boxing games category. Sensor Tower's data provides us with a clearer picture of how these games fared in the last quarter.
Boxing Star by FourThirtyThree Inc. showed a peak in revenue reaching approximately $64K in late October before declining to around $36K by the end of December. Downloads peaked at roughly 13K in mid-October but saw a decrease to around 10K by the year's end. The weekly active users started at about 46K and experienced a slight increase before dropping to approximately 38K.
The Topps Company, Inc.'s Topps® WWE SLAM: Card Trader exhibited a revenue spike in mid-November at over $20K, followed by a fluctuation and ending around $12K. Downloads saw a high of approximately 800 in mid-November, whereas weekly active users started at 2.3K and peaked at 2.8K before ending slightly lower at around 2.4K.
Vivid Games S.A.'s Real Boxing 2 had its revenue vary, with a noticeable peak at $15K in early December. The game's downloads hit a high of over 36K in early November, followed by a decline to around 14K. Weekly active users showed a similar trend, peaking at nearly 50K and then decreasing to around 25K by the end of December.
WWE Mayhem by Reliance Games saw its revenue at around $10K at the start of the quarter, with an increase to approximately $18K in late November, and closing the quarter at around $15K. Downloads started at roughly 7.6K, with minor fluctuations and concluding at about 6.3K. The weekly active users were consistent, starting at 31K and ending the quarter at a similar level.
Lastly, Electronic Arts' EA SPORTS™ UFC® experienced a revenue of around $6K at the beginning of Q4, with an upward trend to about $5.5K by December. Downloads showed a steady increase from 9.6K to over 10K, and weekly active users remained relatively stable, starting at approximately 24.6K and ending the quarter at around 24.5K.
For more in-depth insights on the performance of these iOS boxing games in the US and other market trends, Sensor Tower's platform offers comprehensive data analysis.