AI Insights · Timothy · October 2021
Top 5 Racing Games Performance on Unified Platform in Middle East Q3 2021
Explore the performance trends of the top 5 racing games in the Middle East for Q3 2021, including weekly downloads, revenue, and active users.
In the third quarter of 2021, the top 5 racing games in the Middle East showed varying trends in weekly downloads, revenue, and active users. Here are the highlights for each game:
CSR 2 - Realistic Drag Racing from Zynga Inc. experienced fluctuations in weekly revenue, peaking at around $24K in the last week of September. Weekly downloads saw a notable rise mid-quarter, reaching 18.2K in the week of August 23, while weekly active users increased from 178K at the beginning of July to 196K by the end of August, before settling at 171K in the final week of September.
No Limit Drag Racing 2 from Sycamore Valley Software LLC saw a steady decline in weekly revenue, starting at $26K in late June and dropping to around $2.9K by the end of September. Weekly downloads also decreased significantly, from 10.5K in late June to 855 by the end of the quarter. Active users followed a similar downward trend, starting at 24.4K and ending at 7.7K.
Need for Speed No Limits from Electronic Arts maintained a stable weekly revenue, with minor fluctuations around $9K throughout the quarter. Weekly downloads peaked at 39.9K in late June but gradually decreased to 8.9K by the end of September. Active users saw a decline from 106K in late June to 45.6K in the final week of the quarter.
Asphalt Legends Unite from Gameloft experienced an upward trend in weekly revenue, peaking at $9.3K in early August. Weekly downloads reached a high of 21K in mid-August before declining to 12.1K by the end of September. Active users showed growth from 46.1K at the beginning of July to 52.6K in mid-August, before dropping to 41.1K by the end of the quarter.
CarX Drift Racing 2 from CarX Technologies saw relatively stable weekly revenue, averaging around $5K throughout the quarter. Weekly downloads peaked at 20K in mid-August and remained strong, ending the quarter at 17.7K. Active users increased from 23.5K in late June to 30.2K by the end of September.
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