AI Insights · Timothy · July 2021
Top 5 Third Person Games in UAE Q2 2021: Unified Platform Analysis
Discover the performance trends of the top 5 third person games in the United Arab Emirates during Q2 2021, with insights on downloads, revenue, and active users.
In Q2 2021, the top 5 third person games in the United Arab Emirates showcased intriguing trends in downloads, revenue, and active users on a unified platform. This analysis, based on data from Sensor Tower, highlights the performance of Hair Challenge, PUBG MOBILE, Free Fire, Going Balls, and Subway Surfers.
Hair Challenge experienced a varied trend in weekly downloads, with a peak of approximately 36K in late April. The game saw a slight decrease in downloads towards the end of June, stabilizing around 21K. Its weekly active users displayed a steady increase, starting from 2.9K in mid-April and reaching up to 82.4K by the end of June. Revenue for the game saw a brief spike to $25 in mid-June.
PUBG MOBILE maintained consistent weekly downloads, averaging around 17K. The game’s revenue peaked at approximately $523K in late April, with a general downward trend to $414K by the end of June. Active users demonstrated a minor fluctuation, starting at 933K and peaking at over 1M in late April before slightly decreasing to 966K by the end of the quarter.
Free Fire showed a significant increase in weekly downloads, peaking at 22.3K in early June. Revenue trends saw a notable peak of $32.7K in mid-May, with fluctuations around $20K to $28.5K throughout the quarter. Active users consistently increased, starting at 219K in late March and reaching up to 301K by late June.
Going Balls had a steady download rate, peaking at 16.3K in mid-April and fluctuating around 8.5K towards the end of June. Its weekly revenue varied, with a noticeable peak of $64 in late June. The game’s active users showed a consistent trend, peaking at 46.9K in late May and slightly decreasing to 40.3K by the end of the quarter.
Subway Surfers displayed a stable download rate, peaking at 14.7K in late June. The game’s revenue saw fluctuations, with a peak of $1.3K in late April and a low of $429 in late May. Active users remained steady, starting at 194K in late March and maintaining around 190K by the end of June.
For more detailed insights and trends, visit Sensor Tower.