AI Insights · Timothy · July 2021
Top 5 Basketball Games in Netherlands, Q2 2021: Unified Platform Analysis
Explore the performance trends of the top basketball games in the Netherlands during Q2 2021, with insights into downloads, revenue, and active users from Sensor Tower data.
In the second quarter of 2021, the top basketball games in the Netherlands showcased various trends in downloads, revenue, and active user engagement. Analyzing data from Sensor Tower provides valuable insights into the performance of these games across a unified platform.
NBA LIVE Mobile Basketball from Electronic Arts displayed a diverse trend in weekly revenue, peaking at $884 in late March and gradually decreasing to $295 by the end of June. Weekly downloads fluctuated slightly, starting at 218 and reaching 371 by the quarter's end. The weekly active users showed a mix of rises and dips, beginning at approximately 29K and maintaining around 28K by the end of June.
Basketball Stars™: Multiplayer by Miniclip.com saw a weekly revenue peak of $797 in late April, with a notable drop to $221 by the end of June. Weekly downloads started strong with 854 but gradually declined, closing the quarter at 463. The game experienced a decline in active users from over 5.3K to about 2.5K.
NBA Ball Stars, released by Netmarble US, Inc., recorded its highest weekly revenue at $562 in early May, ending the quarter at $354. Downloads saw a significant drop from 2.9K in early April to just 34 by late June. Active users also decreased from 1.9K to 328 over the same period.
Basketball Arena - Sports Game by MASOMO LIMITED experienced a revenue high of $707 in early April, followed by fluctuations and ending at $378. Downloads started at 3.4K, decreased mid-quarter, and rebounded to 1.9K by the end of June. Active users showed a dip from 8.2K to 5.6K throughout the quarter.
NBA 2K Mobile Basketball Game from 2K demonstrated a varied revenue pattern, reaching a high of $496 in early April and stabilizing around $383 by the end of June. Downloads increased from 318 to 534 over the quarter, while active users showed slight growth from 1.1K to 1.4K.
These trends highlight the dynamic nature of user engagement and monetization within the mobile gaming market. For more detailed insights and data, visit Sensor Tower.