AI Insights · Timothy · October 2021
Top 5 Educational Games in Latin America Q3 2021
An overview of the top-performing educational games on a unified platform in Latin America during Q3 2021, highlighting trends in downloads, revenue, and active users.
In the third quarter of 2021, the educational games sector in Latin America saw notable performance across the top five apps on a unified platform, according to data from Sensor Tower. Here's a breakdown of how these apps fared in terms of weekly downloads, revenue, and active users.
Lingokids - Play and Learn exhibited a varied trend in weekly revenue, peaking at approximately $74K at the start of July and closing the quarter at around $69K. Weekly downloads showed a significant spike, particularly in the last week of September, reaching 155K. Active users also saw an increase, starting at 247K and peaking at 296K by the end of the quarter.
PlayKids+ Kids Learning Games had steady weekly revenue, fluctuating between $33K and $46K. Downloads peaked mid-July with 137K and experienced a decline towards the end of September, finishing at 81K. Active users were consistently high, with a peak of 805K in mid-July and ending the quarter at 670K.
Papumba: Kids Learning Games saw a moderate weekly revenue stream, with a high of $10.5K in mid-July and tapering off to around $6K by the end of September. Downloads had a notable peak in mid-July with 8.3K but dropped to 1.8K by the last week of the quarter. Active users ranged from 14K to 19K, with a gradual decrease towards the end of the period.
Buddy.ai: Early Learning Games experienced a decrease in weekly revenue, starting at $8.2K and ending at around $5.3K. Downloads saw a steady decline from 50K at the start of the quarter to 27K by the end. Active users followed a similar trend, beginning at 82K and closing the quarter at 57K.
Keiki Learning games for Kids had a relatively stable revenue, fluctuating between $4.3K and $6.9K. Downloads peaked in early August with 22.5K but declined to 5.9K by the end of September. Active users showed an initial increase, peaking at 20.7K in early August, but gradually decreased to 10.9K by the end of the quarter.
For more detailed insights into the performance of these educational games, visit Sensor Tower.