AI Insights · Timothy · June 2021
Top 5 PVP Games Performance in Oman for Q2 2021
Discover the performance trends of the top 5 PVP games in Oman during Q2 2021, including downloads, revenue, and active users.
During the second quarter of 2021, the top 5 PVP games in Oman showed varied performance trends across downloads, revenue, and active users. The data, sourced from Sensor Tower, reveals significant insights into the popularity and financial success of these games.
PUBG MOBILE from Tencent Mobile International Limited saw stable weekly revenue, peaking at around $43K at the beginning of the quarter, with fluctuations between $30K and $40K in subsequent weeks. Weekly downloads started strong at 8.3K and experienced a downward trend, settling at approximately 8K by the end of June. Active users remained relatively steady, starting at 294.9K and peaking at 317K in late April, before stabilizing around 306.9K by the end of the quarter.
Free Fire by GARENA INTERNATIONAL I PRIVATE LIMITED demonstrated a notable increase in weekly revenue, reaching a high of $31.1K in mid-June. Downloads showed a significant spike to 25.7K in early June, before decreasing to around 16.2K by the end of the month. Active users consistently increased throughout the quarter, starting at 299.8K and peaking at 424.7K in late June.
Yalla Ludo - Ludo&Domino from Yalla Technology FZ-LLC had a fairly steady weekly revenue, with minor fluctuations, peaking at around $18.4K at the beginning of the quarter and ending at $15.5K. Weekly downloads showed a peak of 5.5K in late April, before stabilizing around 2.8K by the end of June. Active users saw a slight increase, starting at 73.9K and peaking at 83.3K in mid-April, before stabilizing around 72.1K by the end of the quarter.
TopTop: Games&Chat from MICO WORLD experienced a decline in weekly revenue, starting at $14.9K and dropping to $5.3K by the end of June. Weekly downloads fluctuated, peaking at 6.1K in late May, before dropping to 4.3K by the end of June. Active users remained relatively stable, starting at 39.8K and peaking at 42.9K in late May, before settling around 39K by the end of the quarter.
Clash of Clans from Supercell saw a peak in weekly revenue at $12.9K in mid-April, with fluctuations throughout the quarter, ending at $7.7K. Downloads peaked at 4.5K in mid-April and stabilized around 2.5K by the end of June. Active users remained steady, starting at 110K and peaking at 122.5K in mid-April, before stabilizing around 114.6K by the end of the quarter.
For more detailed insights and analysis, visit Sensor Tower.