AI Insights · Timothy · September 2021
Top 5 First Person Games in Saudi Arabia Q3 2021 Performance
Explore the performance of the top 5 first-person games in Saudi Arabia for Q3 2021, with insights into their downloads, revenue, and active user trends.
The third quarter of 2021 saw notable performance from the top 5 first-person games on a unified platform in Saudi Arabia. Here’s a detailed look at the weekly trends in downloads, revenue, and active users for each of these popular games, based on data from Sensor Tower.
Call of Duty®: Mobile experienced fluctuations in its weekly revenue, peaking at approximately $138K at the end of June and dropping to around $47K in mid-September before recovering to about $82K by the end of September. Weekly downloads remained relatively stable, averaging around 28K to 30K, with a slight dip to 22K in mid-September. The game’s weekly active users showed a gradual decline from nearly 690K at the end of June to about 585K by the end of September.
Blackjack 21: Blackjackist saw its weekly revenue peak at around $53K in early July, followed by a dip to approximately $18K in mid-September. Weekly downloads for the game hovered around 400, with a slight increase to 441 downloads in early August. The weekly active users maintained a consistent level, starting from about 1K at the end of June and ending at around 1.1K by the end of September.
Minecraft had a steady performance in weekly revenue, beginning at approximately $23K at the end of June and fluctuating down to about $12K in mid-September before a slight recovery to $15K by the end of September. Weekly downloads showed an upward trend, starting from 22K at the end of June and reaching up to 27K in early September. The game’s weekly active users increased from around 258K at the end of June to approximately 253K by the end of September.
Sniper 3D: Gun Shooting Games demonstrated a consistent weekly revenue pattern, starting at $12K at the end of June and maintaining around $12K by the end of September. Weekly downloads showed a decline from around 41K at the end of June to about 21K by the end of September. The game’s weekly active users also saw a decline from approximately 165K at the end of June to around 129K by the end of September.
Cooking Madness-Kitchen Frenzy had a steady weekly revenue pattern, starting at around $4.1K at the end of June and maintaining around $3.9K by the end of September. Weekly downloads fluctuated, peaking at 16K in early August and ending at around 13K by the end of September. The game’s weekly active users showed an upward trend, starting at approximately 44K at the end of June and reaching up to 50K by the end of September.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower’s website.