AI Insights · Timothy · July 2021
Top 5 Third Person Games on iOS in Australia: Q2 2021
Discover how the top 5 third-person games performed on iOS in Australia during Q2 2021, highlighting trends in downloads, revenue, and active users.
In the second quarter of 2021, the top five third-person games on iOS in Australia showed impressive performance metrics, according to data from Sensor Tower. Let's take a closer look at the weekly trends for downloads, revenue, and active users for each game.
Hair Challenge by Rollic Games experienced a notable trend in weekly downloads, starting at 0.9K in mid-April and peaking at 51.8K in the week of April 19. This was followed by a gradual decline, ending at approximately 23.3K by the end of June. Weekly revenue saw a significant spike in June, reaching $57 in the week of June 21, while weekly active users peaked at 109.8K in early May before stabilizing around 92.1K by the end of the quarter.
Bag to Fit by Voodoo showed a remarkable increase in weekly downloads, especially in June, with a peak of 67.2K downloads in the week of June 7. Revenue also followed an upward trend, reaching $94 by mid-June. Weekly active users saw a substantial rise, peaking at 108.1K in the week of June 14 before slightly decreasing to 80.3K by the end of the month.
Real Drive 3D Parking Games by Quiet Games had a moderate performance in terms of downloads, with a peak of 24.4K in early April. Weekly active users saw a high of 40.1K in mid-April, followed by a gradual decrease, stabilizing around 21.7K towards the end of June.
ABC Runner by JoyPac maintained consistent weekly downloads, starting at 14.3K in late March and peaking at 18.4K in early April. However, there was a notable decline in downloads towards the end of the quarter, reaching 5.4K by late June. Revenue showed a declining trend, starting at $108 in mid-April and ending at $41 by the end of June. Weekly active users peaked at 49.4K in early April and gradually decreased to 26.4K by the end of June.
Run of Life by Voodoo saw a substantial increase in weekly downloads, peaking at 41.2K in the week of June 21. Revenue followed a similar trend, with a peak of $57 in mid-June. Weekly active users showed a significant rise, peaking at 77.8K by the end of June.
These insights highlight the dynamic nature of the mobile gaming market in Australia, demonstrating varied performance across different metrics for each game. For more detailed insights and data, visit Sensor Tower.