AI Insights · Timothy · October 2021
Top 5 Gacha Games in the Netherlands Q3 2021
Discover the performance trends of the top Gacha games in the Netherlands during Q3 2021, including weekly downloads, revenue, and active users.
In the third quarter of 2021, the top Gacha games in the Netherlands showcased notable trends in downloads, revenue, and active users. Here’s a breakdown of their performance, based on data from Sensor Tower.
8 Ball Pool™ by Miniclip.com experienced fluctuations in weekly revenue, starting at around $13.6K in late June, dipping to $9K in early July, and peaking at approximately $16.8K in mid-August. Weekly downloads showed a steady increase, reaching a high of 8.2K in mid-August before tapering off to 5.8K by the end of September. Active users saw an overall upward trend, peaking at about 131.9K at the end of August.
Mario Kart Tour by Nintendo Co., Ltd. saw its weekly revenue fluctuate between $12.9K and $19.3K, with a notable peak in the last week of September. Downloads varied significantly, starting at 4.1K in late June, spiking to 9.2K in the final week of September. Active users remained relatively stable, with a slight dip from 62.8K in late July to 55.9K by the end of September.
Head Ball 2 - Soccer Game from MASOMO LIMITED had stable weekly revenue, hovering around $3.2K to $4.3K in July, but gradually declined to $1.7K by the end of September. Downloads started strong at 7.7K in late June, but saw a decrease, ending at 4K in late September. Active users showed a downward trend from 59.2K in late June to 44.8K by the end of September.
MARVEL Future Revolution by Netmarble Corporation, released in late August, had a promising start with $10.7K in revenue in its launch week, peaking at $14.8K the following week. Downloads started at 32.2K in its first week and decreased to 1.9K by the end of September. Active users also declined from 26.7K in its first week to 4.5K by the end of the quarter.
Top War: Battle Game from River Game HK Limited saw its weekly revenue peak at $45.5K in early August, with a low of $22.3K in early September. Downloads started at 3.3K in late June, peaking at 6.4K in mid-July, and then gradually decreased to 3K by the end of September. Active users peaked at 35.4K in late July and declined to 26.9K by the end of September.
For more insights into the performance of mobile apps, visit Sensor Tower.